mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
2473 lines
55 KiB
GDScript
2473 lines
55 KiB
GDScript
tool
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extends Reference
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const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#----------------------
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#sdarc.mmg
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#An arc as a signed distance function
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#"outputs": [
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#{
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# "longdesc": "The arc as a signed distance function",
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# "sdf2d": "sdArc($uv-vec2(0.5), mod($a1, 360.0)*0.01745329251, mod($a2, 360.0)*0.01745329251, $r1, $r2)",
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# "shortdesc": "Output",
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# "type": "sdf2d"
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#}
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#],
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#"parameters": [
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#{
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# "control": "Angle1.a",
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# "default": 0,
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# "label": "Angle 1",
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# "longdesc": "The first angle of the arc",
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# "max": 180,
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# "min": -180,
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# "name": "a1",
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# "shortdesc": "Angle1",
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# "step": 1,
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# "type": "float"
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#},
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#{
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# "control": "Angle2.a",
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# "default": 0,
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# "label": "Angle 2",
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# "longdesc": "The second angle of the arc",
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# "max": 180,
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# "min": -180,
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# "name": "a2",
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# "shortdesc": "Angle2",
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# "step": 1,
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# "type": "float"
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#},
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#{
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# "control": "Radius1.r",
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# "default": 0.5,
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# "label": "Radius",
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# "longdesc": "The radius of the arc",
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# "max": 1,
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# "min": 0,
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# "name": "r1",
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# "shortdesc": "Radius",
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# "step": 0.01,
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# "type": "float"
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#},
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#{
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# "control": "Radius11.r",
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# "default": 0.1,
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# "label": "Width",
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# "longdesc": "The width of the shape around the arc",
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# "max": 1,
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# "min": 0,
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# "name": "r2",
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# "shortdesc": "Width",
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# "step": 0.01,
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# "type": "float"
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#}
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#]
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#----------------------
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#sdboolean.mmg
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#Performs a boolean operation (union, intersection or difference) between two shapes
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#"inputs": [
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#{
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# "default": "0.0",
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# "label": "",
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# "longdesc": "The first shape, defined as a signed distance function",
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# "name": "in1",
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# "shortdesc": "Input1",
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# "type": "sdf2d"
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#},
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#{
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# "default": "0.0",
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# "label": "",
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# "longdesc": "The second shape, defined as a signed distance function",
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# "name": "in2",
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# "shortdesc": "Input2",
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# "type": "sdf2d"
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#}
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#],
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#"outputs": [
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#{
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# "longdesc": "The shape generated by the boolean operation",
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# "sdf2d": "$op $in1($uv), $in2($uv))",
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# "shortdesc": "Output",
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# "type": "sdf2d"
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#}
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#],
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#"parameters": [
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#{
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# "default": 2,
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# "label": "",
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# "longdesc": "The operation performed by this node",
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# "name": "op",
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# "shortdesc": "Operation",
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# "type": "enum",
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# "values": [
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# {
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# "name": "Union",
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# "value": "min("
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# },
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# {
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# "name": "Subtraction",
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# "value": "max(-"
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# },
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# {
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# "name": "Intersection",
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# "value": "max("
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# }
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# ]
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#}
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#],
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#----------------------
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#sdbox.mmg
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#A rectangle described as a signed distance function
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# "code": "vec2 $(name_uv)_d = abs($uv-vec2($cx+0.5, $cy+0.5))-vec2($w, $h);",
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# "outputs": [
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# {
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# "longdesc": "The generated signed distance function",
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# "sdf2d": "length(max($(name_uv)_d,vec2(0)))+min(max($(name_uv)_d.x,$(name_uv)_d.y),0.0)",
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# "shortdesc": "Output",
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# "type": "sdf2d"
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# }
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# ],
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# "parameters": [
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# {
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# "control": "Rect1.x",
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# "default": 0.5,
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# "label": "Width",
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# "longdesc": "The width of the box",
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# "max": 1,
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# "min": 0,
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# "name": "w",
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# "shortdesc": "Width",
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# "step": 0.01,
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# "type": "float"
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# },
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# {
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# "control": "Rect1.y",
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# "default": 1,
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# "label": "Height",
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# "longdesc": "The height of the box",
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# "max": 1,
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# "min": 0,
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# "name": "h",
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# "shortdesc": "Height",
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# "step": 0.01,
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# "type": "float"
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# },
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# {
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# "control": "P1.x",
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# "default": 0,
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# "label": "Center X",
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# "longdesc": "The position of the center of the box on the X axis",
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# "max": 1,
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# "min": -1,
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# "name": "cx",
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# "shortdesc": "Center.x",
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# "step": 0.01,
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# "type": "float"
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# },
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# {
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# "control": "P1.y",
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# "default": 0,
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# "label": "Center Y",
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# "longdesc": "The position of the center of the box on the Y axis",
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# "max": 1,
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# "min": -1,
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# "name": "cy",
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# "shortdesc": "Center.y",
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# "step": 0.01,
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# "type": "float"
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# }
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# ],
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#----------------------
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#sdcircle.mmg
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#A circle described as a signed distance function
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# "outputs": [
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# {
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# "longdesc": "The generated signed distance function",
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# "sdf2d": "length($uv-vec2($cx+0.5, $cy+0.5))-$r",
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# "shortdesc": "Output",
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# "type": "sdf2d"
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# }
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# ],
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# "parameters": [
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# {
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# "control": "Radius1.r",
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# "default": 0.5,
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# "label": "Radius",
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# "longdesc": "The radius of the circle",
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# "max": 1,
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# "min": 0,
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# "name": "r",
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# "shortdesc": "Radius",
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# "step": 0.01,
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# "type": "float"
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# },
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# {
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# "control": "P1.x",
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# "default": 0,
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# "label": "Center X",
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# "longdesc": "The position of the center on the X axis",
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# "max": 1,
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# "min": -1,
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# "name": "cx",
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# "shortdesc": "Center.x",
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# "step": 0.01,
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# "type": "float"
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# },
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# {
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# "control": "P1.y",
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# "default": 0,
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# "label": "Center Y",
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# "longdesc": "The position of the center on the Y axis",
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# "max": 1,
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# "min": -1,
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# "name": "cy",
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# "shortdesc": "Center.y",
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# "step": 0.01,
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# "type": "float"
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# }
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# ],
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#----------------------
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#sdcirclerepeat.mmg
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#Repeats its input shape around a circle
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# "inputs": [
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# {
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# "default": "0.0",
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# "label": "",
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# "longdesc": "The input shape, defined as a signed distance function",
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# "name": "in",
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# "shortdesc": "Input",
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# "type": "sdf2d"
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# }
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# ],
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# "outputs": [
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# {
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# "longdesc": "The shape generated by the repeat operation",
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# "sdf2d": "$in(circle_repeat_transform_2d($uv-vec2(0.5), $c)+vec2(0.5))",
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# "shortdesc": "Output",
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# "type": "sdf2d"
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# }
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# ],
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# "parameters": [
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# {
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# "control": "None",
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# "default": 4,
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# "label": "",
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# "longdesc": "The number of repetitions of the input shape around the circle",
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# "max": 32,
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# "min": 1,
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# "name": "c",
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# "shortdesc": "Count",
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# "step": 1,
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# "type": "float"
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# }
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# ],
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#----------------------
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#sdelongation.mmg
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# "inputs": [
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# {
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# "default": "0.0",
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# "label": "",
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# "name": "in",
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# "type": "sdf2d"
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# }
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# ],
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# "outputs": [
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# {
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# "sdf2d": "$in($uv-clamp($uv-vec2(0.5), -vec2($x, $y), vec2($x, $y)))",
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# "type": "sdf2d"
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# }
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# ],
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# "parameters": [
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# {
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# "control": "Rect1.x",
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# "default": 0,
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# "label": "X",
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# "max": 1,
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# "min": 0,
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# "name": "x",
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# "step": 0.01,
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# "type": "float"
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# },
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# {
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# "control": "Rect1.y",
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# "default": 0,
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# "label": "Y",
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# "max": 1,
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# "min": 0,
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# "name": "y",
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# "step": 0.01,
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# "type": "float"
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# }
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# ]
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#----------------------
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#sdline.mmg
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#A line or a capsule shape described as a signed distance function
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#vec2 $(name_uv)_sdl = sdLine($uv, vec2($ax+0.5, $ay+0.5), vec2($bx+0.5, $by+0.5));
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#Outputs
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#output, sdf2d (float), (output property)
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#$(name_uv)_sdl.x-$r*$profile($(name_uv)_sdl.y)
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#Inputs
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#A, Vector2, min: -1, max: 1, step: 0.01, default: (-0.3, -0.3)
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#B, Vector2, min: -1, max: 1, step: 0.01, default: (0.3, 0.3)
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#width, float, min: 0, max: 1, step: 0.01, default: 0.1
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#points (curve), default: 0, 0, 0, 1, 0, 0, 1, 1
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#----------------------
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#sdmorph.mmg
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#Morphs between 2 input shapes
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# "inputs": [
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# {
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# "default": "0.0",
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# "label": "",
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# "longdesc": "The first shape, defined as a signed distance function",
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# "name": "in1",
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# "shortdesc": "Input1",
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# "type": "sdf2d"
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# },
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# {
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# "default": "0.0",
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# "label": "",
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# "longdesc": "The second shape, defined as a signed distance function",
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# "name": "in2",
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# "shortdesc": "Input2",
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# "type": "sdf2d"
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# }
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# ],
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# "outputs": [
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# {
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# "longdesc": "The generated hybrid shape",
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# "sdf2d": "mix($in1($uv), $in2($uv), $amount)",
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# "shortdesc": "Output",
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# "type": "sdf2d"
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# }
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# ],
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# "parameters": [
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# {
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# "control": "None",
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# "default": 0.5,
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# "label": "",
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# "longdesc": "The amount of the second input in the result",
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# "max": 1,
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# "min": 0,
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# "name": "amount",
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# "shortdesc": "Amount",
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# "step": 0.01,
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# "type": "float"
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# }
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# ],
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#----------------------
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#sdngon.mmg (inc sdrotate.mmg, sdcirclerepeat.mmg)
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#An n-gon described as a signed distance function
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# "outputs": [
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# {
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# "longdesc": "The n-gon as a signed distance function",
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# "sdf2d": "sdNgon(sdf2d_rotate($uv-vec2($cx, $cy), $rot*0.01745329251-1.57079632679)-vec2(0.5), $r, $n)",
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# "shortdesc": "Output",
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# "type": "sdf2d"
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# }
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# ],
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# "parameters": [
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# {
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# "control": "None",
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# "default": 3,
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# "label": "N",
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# "longdesc": "The number of sides of the n-gon",
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# "max": 12,
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# "min": 3,
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# "name": "n",
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# "shortdesc": "N",
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# "step": 1,
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# "type": "float"
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# },
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# {
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# "control": "Radius1.r",
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# "default": 0.5,
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# "label": "Radius",
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# "longdesc": "The radius of the n-gon",
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# "max": 1,
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# "min": 0,
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# "name": "r",
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# "shortdesc": "Radius",
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# "step": 0.01,
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# "type": "float"
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# },
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# {
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# "control": "Radius1.a",
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# "default": 0,
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# "label": "Rotation",
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# "longdesc": "The rotation of the n-gon",
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# "max": 180,
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# "min": -180,
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# "name": "rot",
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# "shortdesc": "Rotation",
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# "step": 0.01,
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# "type": "float"
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# },
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# {
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# "control": "P1.x",
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# "default": 0,
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# "label": "Center X",
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# "longdesc": "The position of the center on the X axis",
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# "max": 0.5,
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# "min": -0.5,
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# "name": "cx",
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# "shortdesc": "Center.x",
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# "step": 0.01,
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# "type": "float"
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# },
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# {
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# "control": "P1.y",
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# "default": 0,
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# "label": "Center Y",
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# "longdesc": "The position of the center on the Y axis",
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# "max": 0.5,
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# "min": -0.5,
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# "name": "cy",
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# "shortdesc": "Center.y",
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# "step": 0.01,
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# "type": "float"
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# }
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# ],
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#----------------------
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#sdpolygon.mmg
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#A polygon as a signed distance function
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#Output:
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#Out, sdf2d (float) (property)
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#sdPolygon_$(name)($uv)
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#Input:
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#polygon points, default: 0.2, 0.2, 0.4, 0.7, 0.7, 0.4
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#----------------------
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#sdrepeat.mmg
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#Repeats its input shape on a grid.This node does not support overlapping between instances.
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#Output:
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#Out, sdf2d (float) (property)
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#$in(repeat_2d($uv, vec2(1.0/$rx, 1.0/$ry), float($seed), $r))
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#Input:
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#in, float (sdf2d), default : 0
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#x, int, min: 1, max: 32, default: 4
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#y, int, min: 1, max: 32, default: 4
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#random_rotation, min: 0, max: 1, step:0.01, default: 0.5
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#----------------------
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#sdrhombus.mmg
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#A rhombus described as a signed distance function
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# "outputs": [
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# {
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# "longdesc": "The rhombus as a signed distance function",
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# "sdf2d": "sdRhombus($uv-vec2($cx+0.5, $cy+0.5), vec2($w, $h))",
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# "shortdesc": "Output",
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# "type": "sdf2d"
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# }
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# ],
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# "parameters": [
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# {
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# "control": "Rect1.x",
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# "default": 0.5,
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# "label": "Width",
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# "longdesc": "The width of the rhombus",
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# "max": 1,
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# "min": 0,
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# "name": "w",
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# "shortdesc": "Width",
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# "step": 0.01,
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# "type": "float"
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# },
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# {
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# "control": "Rect1.y",
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# "default": 1,
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# "label": "Height",
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# "longdesc": "The height of the rhombus",
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# "max": 1,
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# "min": 0,
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# "name": "h",
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# "shortdesc": "Height",
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# "step": 0.01,
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# "type": "float"
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# },
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# {
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# "control": "P1.x",
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# "default": 0,
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# "label": "Center X",
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# "longdesc": "The position of the center on the X axis",
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# "max": 1,
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# "min": -1,
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# "name": "cx",
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# "shortdesc": "Center.x",
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# "step": 0.01,
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# "type": "float"
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# },
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# {
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# "control": "P1.y",
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# "default": 0,
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# "label": "Center Y",
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|
# "longdesc": "The position of the center on the Y axis",
|
|
# "max": 1,
|
|
# "min": -1,
|
|
# "name": "cy",
|
|
# "shortdesc": "Center.y",
|
|
# "step": 0.01,
|
|
# "type": "float"
|
|
# }
|
|
# ],
|
|
|
|
#----------------------
|
|
#sdrotate.mmg
|
|
#Rotates its input shape described as a signed distance function
|
|
|
|
# "inputs": [
|
|
# {
|
|
# "default": "0.0",
|
|
# "label": "",
|
|
# "longdesc": "The input shape, defined as a signed distance function",
|
|
# "name": "in",
|
|
# "shortdesc": "Input",
|
|
# "type": "sdf2d"
|
|
# }
|
|
# ],
|
|
# "outputs": [
|
|
# {
|
|
# "longdesc": "The rotated shape",
|
|
# "sdf2d": "$in(sdf2d_rotate($uv, $a*0.01745329251))",
|
|
# "shortdesc": "Output",
|
|
# "type": "sdf2d"
|
|
# }
|
|
# ],
|
|
# "parameters": [
|
|
# {
|
|
# "control": "Radius1.a",
|
|
# "default": 0,
|
|
# "label": "",
|
|
# "longdesc": "The rotation angle",
|
|
# "max": 180,
|
|
# "min": -180,
|
|
# "name": "a",
|
|
# "shortdesc": "Angle",
|
|
# "step": 1,
|
|
# "type": "float"
|
|
# }
|
|
# ],
|
|
|
|
#----------------------
|
|
#sdroundedshape.mmg
|
|
#Dilates an input shape into a rounded shape
|
|
|
|
#Output:
|
|
#Out, sdf2d (float) (property)
|
|
#$in($uv)-$r
|
|
|
|
#Input:
|
|
#in, float (sdf2d), default : 0
|
|
#radius, min: 0, max: 1, step:0.01, default: 0
|
|
|
|
#----------------------
|
|
#sdscale.mmg
|
|
#Scales its input shape described as a signed distance function
|
|
|
|
# "inputs": [
|
|
# {
|
|
# "default": "0.0",
|
|
# "label": "",
|
|
# "longdesc": "The input shape, defined as a signed distance function",
|
|
# "name": "in",
|
|
# "shortdesc": "Input",
|
|
# "type": "sdf2d"
|
|
# }
|
|
# ],
|
|
# "outputs": [
|
|
# {
|
|
# "longdesc": "The generated scaled shape",
|
|
# "sdf2d": "$in(($uv-vec2(0.5))/$s+vec2(0.5))*$s",
|
|
# "shortdesc": "Output",
|
|
# "type": "sdf2d"
|
|
# }
|
|
# ],
|
|
# "parameters": [
|
|
# {
|
|
# "control": "Scale1.x",
|
|
# "default": 1,
|
|
# "label": "",
|
|
# "longdesc": "The scale of the transform",
|
|
# "max": 5,
|
|
# "min": 0,
|
|
# "name": "s",
|
|
# "shortdesc": "Scale",
|
|
# "step": 0.01,
|
|
# "type": "float"
|
|
# }
|
|
# ],
|
|
|
|
#----------------------
|
|
#sdshow.mmg
|
|
#Creates a greyscale image from a shape described as a 2D Signed Distance Function
|
|
|
|
#Output
|
|
|
|
#Output float (color) - Shows the shape as a greyscale image
|
|
#clamp($base-$in($uv)/max($bevel, 0.00001), 0.0, 1.0)
|
|
|
|
#Input:
|
|
#Input (sdf - shape), default: 0 - sdf2d - universal input
|
|
#bevel, float, min 0, max 1, step 0.01, default 0
|
|
#base, float, min 0, max 1, step 0.01, default 0
|
|
|
|
#----------------------
|
|
#sdsmoothboolean.mmg
|
|
#Performs a smooth boolean operation (union, intersection or difference) between two shapes
|
|
|
|
# "inputs": [
|
|
# {
|
|
# "default": "0.0",
|
|
# "label": "",
|
|
# "longdesc": "The first shape, defined as a signed distance function",
|
|
# "name": "in1",
|
|
# "shortdesc": "Input1",
|
|
# "type": "sdf2d"
|
|
# },
|
|
# {
|
|
# "default": "0.0",
|
|
# "label": "",
|
|
# "longdesc": "The second shape, defined as a signed distance function",
|
|
# "name": "in2",
|
|
# "shortdesc": "Input2",
|
|
# "type": "sdf2d"
|
|
# }
|
|
# ],
|
|
# "outputs": [
|
|
# {
|
|
# "longdesc": "The shape generated by the boolean operation",
|
|
# "sdf2d": "sdSmooth$op($in1($uv), $in2($uv), $k)",
|
|
# "shortdesc": "Output",
|
|
# "type": "sdf2d"
|
|
# }
|
|
# ],
|
|
# "parameters": [
|
|
# {
|
|
# "default": 0,
|
|
# "label": "",
|
|
# "longdesc": "The operation performed by this node",
|
|
# "name": "op",
|
|
# "shortdesc": "Operation",
|
|
# "type": "enum",
|
|
# "values": [
|
|
# {
|
|
# "name": "Union",
|
|
# "value": "Union"
|
|
# },
|
|
# {
|
|
# "name": "Subtraction",
|
|
# "value": "Subtraction"
|
|
# },
|
|
# {
|
|
# "name": "Intersection",
|
|
# "value": "Intersection"
|
|
# }
|
|
# ]
|
|
# },
|
|
# {
|
|
# "control": "None",
|
|
# "default": 0,
|
|
# "label": "",
|
|
# "longdesc": "The smoothness of the boolean operation",
|
|
# "max": 1,
|
|
# "min": 0,
|
|
# "name": "k",
|
|
# "shortdesc": "Smoothness",
|
|
# "step": 0.01,
|
|
# "type": "float"
|
|
# }
|
|
# ],
|
|
|
|
#----------------------
|
|
#sdtranslate.mmg
|
|
#Translates its input shape described as signed distance function
|
|
|
|
# "inputs": [
|
|
# {
|
|
# "default": "0.0",
|
|
# "label": "",
|
|
# "longdesc": "The input shape, defined as a signed distance function",
|
|
# "name": "in",
|
|
# "shortdesc": "Input",
|
|
# "type": "sdf2d"
|
|
# }
|
|
# ],
|
|
# "outputs": [
|
|
# {
|
|
# "longdesc": "The translated shape",
|
|
# "sdf2d": "$in($uv-vec2($x, $y))",
|
|
# "shortdesc": "Output",
|
|
# "type": "sdf2d"
|
|
# }
|
|
# ],
|
|
# "parameters": [
|
|
# {
|
|
# "control": "P1.x",
|
|
# "default": 0,
|
|
# "label": "X",
|
|
# "longdesc": "The translation along the X axis",
|
|
# "max": 1,
|
|
# "min": -1,
|
|
# "name": "x",
|
|
# "shortdesc": "Translate.x",
|
|
# "step": 0.01,
|
|
# "type": "float"
|
|
# },
|
|
# {
|
|
# "control": "P1.y",
|
|
# "default": 0,
|
|
# "label": "Y",
|
|
# "longdesc": "The translation along the Y axis",
|
|
# "max": 1,
|
|
# "min": -1,
|
|
# "name": "y",
|
|
# "shortdesc": "Translate.y",
|
|
# "step": 0.01,
|
|
# "type": "float"
|
|
# }
|
|
# ],
|
|
|
|
#----------------------
|
|
#curve.mmg
|
|
|
|
# "code": "vec2 $(name_uv)_bezier = sdBezier($uv, vec2($ax+0.5, $ay+0.5), vec2($bx+0.5, $by+0.5), vec2($cx+0.5, $cy+0.5));\nvec2 $(name_uv)_uv = vec2($(name_uv)_bezier.x, $(name_uv)_bezier.y/$width+0.5);\nvec2 $(name_uv)_uvtest = step(vec2(0.5), abs($(name_uv)_uv-vec2(0.5)));\n$(name_uv)_uv = mix(vec2(fract($repeat*$(name_uv)_uv.x), $(name_uv)_uv.y), vec2(0.0), max($(name_uv)_uvtest.x, $(name_uv)_uvtest.y));\n",
|
|
# "inputs": [
|
|
# {
|
|
# "default": "vec4(vec3(step(abs($uv.y-0.5), 0.4999)), 1.0)",
|
|
# "label": "",
|
|
# "longdesc": "Input pattern to be drawn along the curve",
|
|
# "name": "in",
|
|
# "shortdesc": "Pattern",
|
|
# "type": "rgba"
|
|
# }
|
|
# ],
|
|
# "outputs": [
|
|
# {
|
|
# "longdesc": "An image showing the specified curve",
|
|
# "rgba": "$in($(name_uv)_uv)",
|
|
# "shortdesc": "Output",
|
|
# "type": "rgba"
|
|
# }
|
|
# ],
|
|
# "parameters": [
|
|
# {
|
|
# "control": "P1.x",
|
|
# "default": -0.3,
|
|
# "label": "AX",
|
|
# "longdesc": "Position on X axis of the first control point",
|
|
# "max": 0.5,
|
|
# "min": -0.5,
|
|
# "name": "ax",
|
|
# "shortdesc": "A.x",
|
|
# "step": 0.01,
|
|
# "type": "float"
|
|
# },
|
|
# {
|
|
# "control": "P1.y",
|
|
# "default": -0.1,
|
|
# "label": "AY",
|
|
# "longdesc": "Position on Y axis of the first control point",
|
|
# "max": 0.5,
|
|
# "min": -0.5,
|
|
# "name": "ay",
|
|
# "shortdesc": "A.y",
|
|
# "step": 0.01,
|
|
# "type": "float"
|
|
# },
|
|
# {
|
|
# "control": "P3.x",
|
|
# "default": -0,
|
|
# "label": "BX",
|
|
# "longdesc": "Position on X axis of the second control point",
|
|
# "max": 0.5,
|
|
# "min": -0.5,
|
|
# "name": "bx",
|
|
# "shortdesc": "B.x",
|
|
# "step": 0.01,
|
|
# "type": "float"
|
|
# },
|
|
# {
|
|
# "control": "P3.y",
|
|
# "default": 0.2,
|
|
# "label": "BY",
|
|
# "longdesc": "Position on Y axis of the second control point",
|
|
# "max": 0.5,
|
|
# "min": -0.5,
|
|
# "name": "by",
|
|
# "shortdesc": "B.y",
|
|
# "step": 0.01,
|
|
# "type": "float"
|
|
# },
|
|
# {
|
|
# "control": "P2.x",
|
|
# "default": 0.3,
|
|
# "label": "CX",
|
|
# "longdesc": "Position on X axis of the third control point",
|
|
# "max": 0.5,
|
|
# "min": -0.5,
|
|
# "name": "cx",
|
|
# "shortdesc": "C.x",
|
|
# "step": 0.01,
|
|
# "type": "float"
|
|
# },
|
|
# {
|
|
# "control": "P2.y",
|
|
# "default": -0.1,
|
|
# "label": "CY",
|
|
# "longdesc": "Position on Y axis of the third control point",
|
|
# "max": 0.5,
|
|
# "min": -0.5,
|
|
# "name": "cy",
|
|
# "shortdesc": "C.y",
|
|
# "step": 0.01,
|
|
# "type": "float"
|
|
# },
|
|
# {
|
|
# "control": "None",
|
|
# "default": 0.1,
|
|
# "label": "Width",
|
|
# "longdesc": "Width of the curve pattern",
|
|
# "max": 0.5,
|
|
# "min": 0,
|
|
# "name": "width",
|
|
# "shortdesc": "Width",
|
|
# "step": 0.01,
|
|
# "type": "float"
|
|
# },
|
|
# {
|
|
# "control": "None",
|
|
# "default": 1,
|
|
# "label": "Repeat",
|
|
# "longdesc": "Number of repetitions of the input pattern",
|
|
# "max": 16,
|
|
# "min": 1,
|
|
# "name": "repeat",
|
|
# "shortdesc": "Repeat",
|
|
# "step": 1,
|
|
# "type": "float"
|
|
# }
|
|
# ]
|
|
|
|
#----------------------
|
|
#sdannularshape.mmg
|
|
#Creates an annular shape from a shape described as a signed distance function
|
|
|
|
#Output
|
|
|
|
#Output float (color) - Shows the shape as a greyscale image
|
|
#sdRipples($in($uv), $r, int($ripples))
|
|
|
|
#Input:
|
|
#Input (sdf - shape), default: 0 - sdf2d - universal input
|
|
#width, float, min 0, max 1, step 0.01, default 0
|
|
#rippples, int, min 1, max 16, default 1
|
|
|
|
#----------------------
|
|
#sd_mask_to_sdf.mmg
|
|
|
|
#{
|
|
# "connections": [
|
|
# {
|
|
# "from": "6520",
|
|
# "from_port": 0,
|
|
# "to": "gen_outputs",
|
|
# "to_port": 0
|
|
# },
|
|
# {
|
|
# "from": "edge_detect",
|
|
# "from_port": 0,
|
|
# "to": "1823",
|
|
# "to_port": 0
|
|
# },
|
|
# {
|
|
# "from": "gen_inputs",
|
|
# "from_port": 0,
|
|
# "to": "buffer_2",
|
|
# "to_port": 0
|
|
# },
|
|
# {
|
|
# "from": "buffer_2",
|
|
# "from_port": 0,
|
|
# "to": "6520",
|
|
# "to_port": 1
|
|
# },
|
|
# {
|
|
# "from": "buffer_2",
|
|
# "from_port": 0,
|
|
# "to": "tones_step",
|
|
# "to_port": 0
|
|
# },
|
|
# {
|
|
# "from": "tones_step",
|
|
# "from_port": 0,
|
|
# "to": "edge_detect",
|
|
# "to_port": 0
|
|
# },
|
|
# {
|
|
# "from": "1823",
|
|
# "from_port": 0,
|
|
# "to": "iterate_buffer",
|
|
# "to_port": 0
|
|
# },
|
|
# {
|
|
# "from": "2434_8",
|
|
# "from_port": 0,
|
|
# "to": "iterate_buffer",
|
|
# "to_port": 1
|
|
# },
|
|
# {
|
|
# "from": "iterate_buffer",
|
|
# "from_port": 0,
|
|
# "to": "6520",
|
|
# "to_port": 0
|
|
# },
|
|
# {
|
|
# "from": "24282_2",
|
|
# "from_port": 0,
|
|
# "to": "2434_8",
|
|
# "to_port": 0
|
|
# },
|
|
# {
|
|
# "from": "iterate_buffer",
|
|
# "from_port": 1,
|
|
# "to": "24282_2",
|
|
# "to_port": 0
|
|
# }
|
|
# ],
|
|
# "label": "Mask to SDF",
|
|
# "longdesc": "",
|
|
# "name": "sd_mask_to_sdf",
|
|
# "node_position": {
|
|
# "x": 0,
|
|
# "y": 0
|
|
# },
|
|
# "nodes": [
|
|
# {
|
|
# "name": "iterate_buffer",
|
|
# "node_position": {
|
|
# "x": 76.700005,
|
|
# "y": -249.817047
|
|
# },
|
|
# "parameters": {
|
|
# "filter": false,
|
|
# "iterations": 30,
|
|
# "mipmap": false,
|
|
# "size": 10
|
|
# },
|
|
# "seed_value": 29168,
|
|
# "type": "iterate_buffer"
|
|
# },
|
|
# {
|
|
# "name": "2434_8",
|
|
# "node_position": {
|
|
# "x": 91.099991,
|
|
# "y": -9.031479
|
|
# },
|
|
# "parameters": {
|
|
# "distance": 0,
|
|
# "size": 10
|
|
# },
|
|
# "shader_model": {
|
|
# "code": "",
|
|
# "global": "",
|
|
# "inputs": [
|
|
# {
|
|
# "default": "vec3(-1.0)",
|
|
# "function": true,
|
|
# "label": "",
|
|
# "name": "in",
|
|
# "type": "rgb"
|
|
# }
|
|
# ],
|
|
# "instance": "vec3 $(name)_jump_flood(vec2 uv, float size) {\n\tivec2 int_uv = ivec2(uv * size);\n\tfloat best_distance = 9999.9;\n\tvec2 best_coord;\n\tfloat iter = $in(uv).b;\n\titer += 0.01;\n\tfloat step_width = size / 4.0 / (iter * 100.0);\n\t\n\tfor (int x = -1; x <= 1; x++) {\n\t\tfor (int y = -1; y <= 1; y++) {\n\t\t\tivec2 offsetUV = int_uv + ivec2(x, y) * int(step_width);\n\t\t\tvec2 float_uv = vec2(offsetUV) / size;\n\t\t\tvec2 offset_pos = $in(float_uv).rg;\n\t\t\t\n\t\t\tif (offset_pos.x != 0.0 && offset_pos.y != 0.0) {\n\t\t\t\tvec2 diff = offset_pos - uv;\n\t\t\t\t//float dist = dot(diff, diff);\n\t\t\t\t$distance\n\t\t\t\tif (dist < best_distance) {\n\t\t\t\t\tbest_distance = dist;\n\t\t\t\t\tbest_coord = offset_pos;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\t\n\treturn vec3(best_coord, iter);\n}",
|
|
# "name": "Jump Flood",
|
|
# "outputs": [
|
|
# {
|
|
# "rgb": "$(name)_jump_flood($uv, $size)",
|
|
# "type": "rgb"
|
|
# }
|
|
# ],
|
|
# "parameters": [
|
|
# {
|
|
# "default": 10,
|
|
# "first": 0,
|
|
# "label": "",
|
|
# "last": 13,
|
|
# "name": "size",
|
|
# "type": "size"
|
|
# },
|
|
# {
|
|
# "default": 0,
|
|
# "label": "",
|
|
# "name": "distance",
|
|
# "type": "enum",
|
|
# "values": [
|
|
# {
|
|
# "name": "Euclidean",
|
|
# "value": "float dist = dot(diff, diff);"
|
|
# },
|
|
# {
|
|
# "name": "Manhattan",
|
|
# "value": "float dist = abs(diff.x) + abs(diff.y);"
|
|
# },
|
|
# {
|
|
# "name": "Chebyshev",
|
|
# "value": "float dist = abs(diff.x) > abs(diff.y) ? abs(diff.x) : abs(diff.y);"
|
|
# }
|
|
# ]
|
|
# }
|
|
# ]
|
|
# },
|
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# "instance": "",
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# "name": "Mask to UV Mask",
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# "outputs": [
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# {
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# "rgb": "$in($uv) < .5 ? vec3(0.0) : vec3($uv, 0.0)",
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# "name": "mask",
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# "instance": "float $(name)_distance(vec2 uv, bool tiled) {\n\tif (tiled) {\n\t\tuv = fract(uv);\n\t}\n\tvec2 custom_uv = $in(uv).xy;\n\tvec2 diff = custom_uv != vec2(0.0) ? custom_uv - uv : vec2(1.0);\n\t$distance\n\tif (!tiled) {\n\t\tuv = clamp(uv, 0.0, 1.0);\n\t}\n\treturn $mask(uv) < 0.5 ? distance : -distance;\n}",
|
|
# "name": "Calculate Distance",
|
|
# "outputs": [
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# {
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|
# "sdf2d": "$(name)_distance($uv, $tiled)",
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# "type": "sdf2d"
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# }
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# "type": "enum",
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# {
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|
# "value": "float distance = length(diff);"
|
|
# },
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|
# {
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|
# "name": "Manhattan",
|
|
# "value": "float distance = abs(diff.x) + abs(diff.y);"
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# {
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|
# "name": "Chebyshev",
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|
# "value": "float distance = abs(diff.x) > abs(diff.y) ? abs(diff.x) : abs(diff.y);"
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# },
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# "ports": [
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# {
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# "group_size": 0,
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# "longdesc": "The greyscale mask to be converted",
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# "name": "mask",
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# "shortdesc": "Mask",
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# "type": "f"
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# }
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#
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# "ports": [
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# {
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# "longdesc": "The genrated distance field",
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# "shortdesc": "Output",
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# "x": -47.67952,
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# "y": -541.979187
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# },
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# "type": "remote",
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# "widgets": [
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# "label": "Size",
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# "linked_widgets": [
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# {
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# "node": "iterate_buffer",
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# "widget": "size"
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# "node": "2434_8",
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# "node": "edge_detect",
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# "widget": "size"
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# ],
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# "longdesc": "The resolution used for the operation",
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# "name": "param0",
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|
# "shortdesc": "Size",
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|
# "type": "linked_control"
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# {
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# "label": "Iterations",
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# "linked_widgets": [
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# "node": "iterate_buffer",
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# "widget": "iterations"
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|
# }
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# ],
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|
# "longdesc": "The number of iterations the jump flood algorithm performs to calculate the distances",
|
|
# "name": "param1",
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|
# "shortdesc": "Iterations",
|
|
# "type": "linked_control"
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|
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|
# {
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|
# "label": "Tiled",
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# "linked_widgets": [
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# {
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# "node": "24282_2",
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# "widget": "tiled"
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# "node": "6520",
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|
# "widget": "tiled"
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|
# }
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|
# ],
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|
# "longdesc": "Controls whether the resulting ditance field will be tiled. Useful for patterns that extend over the texture bounds",
|
|
# "name": "param2",
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|
# "shortdesc": "Tiled",
|
|
# "type": "linked_control"
|
|
# },
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|
# {
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|
# "label": "Distance",
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|
# "linked_widgets": [
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|
# {
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# "node": "2434_8",
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|
# "widget": "distance"
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|
# },
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# {
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# "node": "6520",
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|
# "widget": "distance"
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|
# }
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|
# ],
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|
# "name": "param3",
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|
# "shortdesc": "Distance function",
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|
# "type": "linked_control"
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# }
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# ]
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# {
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# "name": "buffer_2",
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# "node_position": {
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# "x": -297.702789,
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# "parameters": {
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# "size": 10
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# "type": "buffer",
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# "version": 1
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# "name": "tones_step",
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# "x": -294.947968,
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# "y": -258.84549
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# },
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# "parameters": {
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# "invert": false,
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# "value": 0.5,
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# "width": 0
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# "type": "tones_step"
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# "tiled": false
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# },
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# "shader_model": {
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# "code": "vec3 $(name_uv)_in = $in(fract($uv));\nvec3 $(name_uv)_tiled = $(name_uv)_in.xy != vec2(0.0) ? $(name_uv)_in + vec3(floor($uv), 0.0) : $(name_uv)_in;",
|
|
# "global": "",
|
|
# "inputs": [
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# {
|
|
# "default": "vec3(1.0)",
|
|
# "function": true,
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|
# "type": "rgb"
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# }
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|
# ],
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# "instance": "",
|
|
# "name": "Tiling",
|
|
# "outputs": [
|
|
# {
|
|
# "rgb": "$tiled ? $(name_uv)_tiled : $(name_uv)_in",
|
|
# "type": "rgb"
|
|
# }
|
|
# ],
|
|
# "parameters": [
|
|
# {
|
|
# "default": false,
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|
# "label": "Tiled",
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|
# "name": "tiled",
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# "type": "boolean"
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# }
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# ]
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# "type": "shader"
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# "connections": [
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# "to": "tones_step",
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# },
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# {
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# "from": "gen_inputs",
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|
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# "from": "gen_inputs",
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|
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# "from": "11582",
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|
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# "to": "gen_outputs",
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|
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|
|
# {
|
|
# "from": "gen_inputs",
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|
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# "to": "8064",
|
|
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|
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# "from": "8064",
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# "to": "buffer_2",
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|
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|
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# "from": "buffer_2",
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|
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|
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|
# "from": "6520",
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|
|
# "to": "11582",
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# "to_port": 0
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# }
|
|
# ],
|
|
# "label": "Dilate 2",
|
|
# "longdesc": "",
|
|
# "name": "graph_3",
|
|
# "node_position": {
|
|
# "x": 515.555786,
|
|
# "y": -545.049744
|
|
# },
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|
# "nodes": [
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# {
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|
# "name": "iterate_buffer",
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|
# "node_position": {
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|
# "x": 64.900002,
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|
# "y": -259.215881
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|
# },
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|
# "parameters": {
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|
# "filter": false,
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|
# "iterations": 30,
|
|
# "mipmap": false,
|
|
# "size": 9
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|
# },
|
|
# "seed_value": 29168,
|
|
# "type": "iterate_buffer"
|
|
# },
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|
# {
|
|
# "name": "2434_8",
|
|
# "node_position": {
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# "x": 102.099998,
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|
# "y": 15.367363
|
|
# },
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|
# "parameters": {
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|
# "distance": 0,
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# "size": 9
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|
# "shader_model": {
|
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# "code": "",
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|
# "global": "",
|
|
# "inputs": [
|
|
# {
|
|
# "default": "vec3(-1.0)",
|
|
# "function": true,
|
|
# "label": "",
|
|
# "name": "in",
|
|
# "type": "rgb"
|
|
# }
|
|
# ],
|
|
# "instance": "vec3 $(name)_jump_flood(vec2 uv, float size) {\n\tivec2 int_uv = ivec2(uv * size);\n\tfloat best_distance = 9999.9;\n\tvec2 best_coord;\n\tfloat iter = $in(uv).b;\n\titer += 0.01;\n\tfloat step_width = size / 4.0 / (iter * 100.0);\n\t\n\tfor (int x = -1; x <= 1; x++) {\n\t\tfor (int y = -1; y <= 1; y++) {\n\t\t\tivec2 offsetUV = int_uv + ivec2(x, y) * int(step_width);\n\t\t\tvec2 float_uv = vec2(offsetUV) / size;\n\t\t\tvec2 offset_pos = $in(float_uv).rg;\n\t\t\t\n\t\t\tif (offset_pos.x != 0.0 && offset_pos.y != 0.0) {\n\t\t\t\tvec2 diff = offset_pos - uv;\n\t\t\t\t//float dist = dot(diff, diff);\n\t\t\t\t//float dist = abs(diff.x) + abs(diff.y);\n\t\t\t\t//float dist = abs(diff.x) > abs(diff.y) ? abs(diff.x) : abs(diff.y);\n\t\t\t\t$distance\n\t\t\t\tif (dist < best_distance) {\n\t\t\t\t\tbest_distance = dist;\n\t\t\t\t\tbest_coord = offset_pos;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\t\n\treturn vec3(best_coord, iter);\n}",
|
|
# "name": "Jump Flood",
|
|
# "outputs": [
|
|
# {
|
|
# "rgb": "$(name)_jump_flood($uv, $size)",
|
|
# "type": "rgb"
|
|
# }
|
|
# ],
|
|
# "parameters": [
|
|
# {
|
|
# "default": 10,
|
|
# "first": 0,
|
|
# "label": "",
|
|
# "last": 13,
|
|
# "name": "size",
|
|
# "type": "size"
|
|
# },
|
|
# {
|
|
# "default": 2,
|
|
# "label": "",
|
|
# "name": "distance",
|
|
# "type": "enum",
|
|
# "values": [
|
|
# {
|
|
# "name": "Euclidean",
|
|
# "value": "float dist = dot(diff, diff);"
|
|
# },
|
|
# {
|
|
# "name": "Manhattan",
|
|
# "value": "float dist = abs(diff.x) + abs(diff.y);"
|
|
# },
|
|
# {
|
|
# "name": "Chebyshev",
|
|
# "value": "float dist = abs(diff.x) > abs(diff.y) ? abs(diff.x) : abs(diff.y);"
|
|
# }
|
|
# ]
|
|
# }
|
|
# ]
|
|
# },
|
|
# "type": "shader"
|
|
# },
|
|
# {
|
|
# "name": "1823",
|
|
# "node_position": {
|
|
# "x": -269.899872,
|
|
# "y": -17.741766
|
|
# },
|
|
# "parameters": {
|
|
#
|
|
# },
|
|
# "shader_model": {
|
|
# "code": "",
|
|
# "global": "",
|
|
# "inputs": [
|
|
# {
|
|
# "default": "1.0",
|
|
# "label": "",
|
|
# "name": "in",
|
|
# "type": "f"
|
|
# }
|
|
# ],
|
|
# "instance": "",
|
|
# "name": "Mask to UV Mask",
|
|
# "outputs": [
|
|
# {
|
|
# "rgb": "$in($uv) < .5 ? vec3(0.0) : vec3($uv, 0.0)",
|
|
# "type": "rgb"
|
|
# }
|
|
# ],
|
|
# "parameters": [
|
|
#
|
|
# ]
|
|
# },
|
|
# "type": "shader"
|
|
# },
|
|
# {
|
|
# "name": "edge_detect",
|
|
# "node_position": {
|
|
# "x": -286.951447,
|
|
# "y": -137.078964
|
|
# },
|
|
# "parameters": {
|
|
# "size": 9,
|
|
# "threshold": 0.4,
|
|
# "width": 1
|
|
# },
|
|
# "type": "edge_detect"
|
|
# },
|
|
# {
|
|
# "name": "6520",
|
|
# "node_position": {
|
|
# "x": 347.356567,
|
|
# "y": -346.449127
|
|
# },
|
|
# "parameters": {
|
|
# "distance": 0,
|
|
# "length": 0.1
|
|
# },
|
|
# "shader_model": {
|
|
# "code": "",
|
|
# "global": "",
|
|
# "inputs": [
|
|
# {
|
|
# "default": "vec3(0.0)",
|
|
# "function": true,
|
|
# "label": "",
|
|
# "name": "in",
|
|
# "type": "rgb"
|
|
# },
|
|
# {
|
|
# "default": "0.0",
|
|
# "function": true,
|
|
# "label": "",
|
|
# "name": "mask",
|
|
# "type": "f"
|
|
# }
|
|
# ],
|
|
# "instance": "float $(name)_distance(vec2 uv, float length) {\n\tvec2 custom_uv = $in(fract(uv)).xy;\n\tvec2 diff = custom_uv != vec2(0.0) ? custom_uv - fract(uv) : vec2(1.0);\n\t//float distance = length(diff);\n\t//float distance = abs(diff.x) + abs(diff.y);\n\t//float distance = abs(diff.x) > abs(diff.y) ? abs(diff.x) : abs(diff.y);\n\t$distance\n\tif (length >= 0.0) {\n\t\treturn $mask(uv) < 0.5 ? clamp(1.0 - (distance / length), 0.0, 1.0) : 1.0;\n\t} else {\n\t\treturn $mask(uv) > 0.5 ? clamp((distance / -length), 0.0, 1.0) : 0.0;\n\t}\n}",
|
|
# "name": "Calculate Distance",
|
|
# "outputs": [
|
|
# {
|
|
# "f": "$(name)_distance($uv, $length)",
|
|
# "type": "f"
|
|
# }
|
|
# ],
|
|
# "parameters": [
|
|
# {
|
|
# "control": "None",
|
|
# "default": 0.1,
|
|
# "label": "Length",
|
|
# "max": 1,
|
|
# "min": -1,
|
|
# "name": "length",
|
|
# "step": 0.01,
|
|
# "type": "float"
|
|
# },
|
|
# {
|
|
# "default": 2,
|
|
# "label": "",
|
|
# "name": "distance",
|
|
# "type": "enum",
|
|
# "values": [
|
|
# {
|
|
# "name": "Euclidean",
|
|
# "value": "float distance = length(diff);"
|
|
# },
|
|
# {
|
|
# "name": "Manhattan",
|
|
# "value": "float distance = abs(diff.x) + abs(diff.y);"
|
|
# },
|
|
# {
|
|
# "name": "Chebyshev",
|
|
# "value": "float distance = abs(diff.x) > abs(diff.y) ? abs(diff.x) : abs(diff.y);"
|
|
# }
|
|
# ]
|
|
# }
|
|
# ]
|
|
# },
|
|
# "type": "shader"
|
|
# },
|
|
# {
|
|
# "name": "gen_inputs",
|
|
# "node_position": {
|
|
# "x": -793.451477,
|
|
# "y": -236.812195
|
|
# },
|
|
# "parameters": {
|
|
#
|
|
# },
|
|
# "ports": [
|
|
# {
|
|
# "group_size": 0,
|
|
# "longdesc": "The greyscale mask to be converted",
|
|
# "name": "mask",
|
|
# "shortdesc": "Mask",
|
|
# "type": "f"
|
|
# },
|
|
# {
|
|
# "group_size": 0,
|
|
# "longdesc": "",
|
|
# "name": "source",
|
|
# "shortdesc": "Source",
|
|
# "type": "rgb"
|
|
# }
|
|
# ],
|
|
# "type": "ios"
|
|
# },
|
|
# {
|
|
# "name": "gen_outputs",
|
|
# "node_position": {
|
|
# "x": 885.056335,
|
|
# "y": -247.896317
|
|
# },
|
|
# "parameters": {
|
|
#
|
|
# },
|
|
# "ports": [
|
|
# {
|
|
# "group_size": 0,
|
|
# "longdesc": "Shows the dilated image",
|
|
# "name": "out",
|
|
# "shortdesc": "Output",
|
|
# "type": "rgb"
|
|
# }
|
|
# ],
|
|
# "type": "ios"
|
|
# },
|
|
# {
|
|
# "name": "gen_parameters",
|
|
# "node_position": {
|
|
# "x": 61.520477,
|
|
# "y": -639.339172
|
|
# },
|
|
# "parameters": {
|
|
# "param0": 9,
|
|
# "param1": 0.1,
|
|
# "param2": 0,
|
|
# "param3": 0,
|
|
# "param4": 30
|
|
# },
|
|
# "type": "remote",
|
|
# "widgets": [
|
|
# {
|
|
# "label": "",
|
|
# "linked_widgets": [
|
|
# {
|
|
# "node": "iterate_buffer",
|
|
# "widget": "size"
|
|
# },
|
|
# {
|
|
# "node": "2434_8",
|
|
# "widget": "size"
|
|
# },
|
|
# {
|
|
# "node": "buffer_2",
|
|
# "widget": "size"
|
|
# },
|
|
# {
|
|
# "node": "edge_detect",
|
|
# "widget": "size"
|
|
# }
|
|
# ],
|
|
# "longdesc": "The resolution of the input images",
|
|
# "name": "param0",
|
|
# "shortdesc": "Size",
|
|
# "type": "linked_control"
|
|
# },
|
|
# {
|
|
# "label": "",
|
|
# "linked_widgets": [
|
|
# {
|
|
# "node": "6520",
|
|
# "widget": "length"
|
|
# }
|
|
# ],
|
|
# "longdesc": "The length of the dilate effect",
|
|
# "name": "param1",
|
|
# "shortdesc": "Length",
|
|
# "type": "linked_control"
|
|
# },
|
|
# {
|
|
# "label": "",
|
|
# "linked_widgets": [
|
|
# {
|
|
# "node": "11582",
|
|
# "widget": "fill"
|
|
# }
|
|
# ],
|
|
# "longdesc": "0 to generate a gradient to black while dilating, 1 to fill with input color",
|
|
# "name": "param2",
|
|
# "shortdesc": "Fill",
|
|
# "type": "linked_control"
|
|
# },
|
|
# {
|
|
# "label": "",
|
|
# "linked_widgets": [
|
|
# {
|
|
# "node": "2434_8",
|
|
# "widget": "distance"
|
|
# },
|
|
# {
|
|
# "node": "6520",
|
|
# "widget": "distance"
|
|
# }
|
|
# ],
|
|
# "name": "param3",
|
|
# "shortdesc": "Distance Function",
|
|
# "type": "linked_control"
|
|
# },
|
|
# {
|
|
# "label": "",
|
|
# "linked_widgets": [
|
|
# {
|
|
# "node": "iterate_buffer",
|
|
# "widget": "iterations"
|
|
# }
|
|
# ],
|
|
# "longdesc": "The number of iterations the jump flood algorithm performs to calculate the distances",
|
|
# "name": "param4",
|
|
# "shortdesc": "Iterations",
|
|
# "type": "linked_control"
|
|
# }
|
|
# ]
|
|
# },
|
|
# {
|
|
# "name": "buffer_2",
|
|
# "node_position": {
|
|
# "x": -294.502808,
|
|
# "y": -340.816589
|
|
# },
|
|
# "parameters": {
|
|
# "size": 9
|
|
# },
|
|
# "type": "buffer",
|
|
# "version": 1
|
|
# },
|
|
# {
|
|
# "name": "tones_step",
|
|
# "node_position": {
|
|
# "x": -285.347992,
|
|
# "y": -253.248215
|
|
# },
|
|
# "parameters": {
|
|
# "invert": false,
|
|
# "value": 0.5,
|
|
# "width": 0
|
|
# },
|
|
# "type": "tones_step"
|
|
# },
|
|
# {
|
|
# "name": "24282_2",
|
|
# "node_position": {
|
|
# "x": 109.591705,
|
|
# "y": -88.567284
|
|
# },
|
|
# "parameters": {
|
|
# "tiled": true
|
|
# },
|
|
# "shader_model": {
|
|
# "code": "vec3 $(name_uv)_in = $in(fract($uv));\nvec3 $(name_uv)_tiled = $(name_uv)_in.xy != vec2(0.0) ? $(name_uv)_in + vec3(floor($uv), 0.0) : $(name_uv)_in;",
|
|
# "global": "",
|
|
# "inputs": [
|
|
# {
|
|
# "default": "vec3(1.0)",
|
|
# "function": true,
|
|
# "label": "",
|
|
# "name": "in",
|
|
# "type": "rgb"
|
|
# }
|
|
# ],
|
|
# "instance": "",
|
|
# "name": "Tiling",
|
|
# "outputs": [
|
|
# {
|
|
# "rgb": "$tiled ? $(name_uv)_tiled : $(name_uv)_in",
|
|
# "type": "rgb"
|
|
# }
|
|
# ],
|
|
# "parameters": [
|
|
# {
|
|
# "default": false,
|
|
# "label": "Tiled",
|
|
# "name": "tiled",
|
|
# "type": "boolean"
|
|
# }
|
|
# ]
|
|
# },
|
|
# "type": "shader"
|
|
# },
|
|
# {
|
|
# "name": "2153",
|
|
# "node_position": {
|
|
# "x": 368.85202,
|
|
# "y": -157.100906
|
|
# },
|
|
# "parameters": {
|
|
#
|
|
# },
|
|
# "shader_model": {
|
|
# "code": "",
|
|
# "global": "",
|
|
# "inputs": [
|
|
# {
|
|
# "default": "vec3(1.0)",
|
|
# "label": "Source",
|
|
# "name": "source",
|
|
# "type": "rgb"
|
|
# },
|
|
# {
|
|
# "default": "$uv",
|
|
# "label": "Custom UV",
|
|
# "name": "custom_uv",
|
|
# "type": "rgb"
|
|
# },
|
|
# {
|
|
# "default": "0.0",
|
|
# "label": "Mask",
|
|
# "name": "mask",
|
|
# "type": "f"
|
|
# }
|
|
# ],
|
|
# "instance": "",
|
|
# "name": "Dilate UV",
|
|
# "outputs": [
|
|
# {
|
|
# "rgb": "$mask($uv) < 0.5 ? $source($custom_uv($uv).xy) : $source($uv)",
|
|
# "type": "rgb"
|
|
# }
|
|
# ],
|
|
# "parameters": [
|
|
#
|
|
# ]
|
|
# },
|
|
# "type": "shader"
|
|
# },
|
|
# {
|
|
# "name": "11582",
|
|
# "node_position": {
|
|
# "x": 609.343445,
|
|
# "y": -239.746399
|
|
# },
|
|
# "parameters": {
|
|
# "fill": 0
|
|
# },
|
|
# "shader_model": {
|
|
# "code": "float $(name_uv)_dist = $distance($uv);\nvec3 $(name_uv)_color = mix($source(fract($uv)), $fill_raw(fract($uv)), float( $(name_uv)_dist != 0.0 ) );\nvec3 $(name_uv)_mix = mix($(name_uv)_color * $(name_uv)_dist, $(name_uv)_color, $fill);",
|
|
# "global": "",
|
|
# "inputs": [
|
|
# {
|
|
# "default": "0.0",
|
|
# "function": true,
|
|
# "label": "Distance",
|
|
# "name": "distance",
|
|
# "type": "f"
|
|
# },
|
|
# {
|
|
# "default": "vec3(1.0)",
|
|
# "function": true,
|
|
# "label": "Fill Raw",
|
|
# "name": "fill_raw",
|
|
# "type": "rgb"
|
|
# },
|
|
# {
|
|
# "default": "vec3(1.0)",
|
|
# "function": true,
|
|
# "label": "Source",
|
|
# "name": "source",
|
|
# "type": "rgb"
|
|
# }
|
|
# ],
|
|
# "instance": "",
|
|
# "name": "Dilate Combine",
|
|
# "outputs": [
|
|
# {
|
|
# "rgb": "$(name_uv)_mix",
|
|
# "type": "rgb"
|
|
# }
|
|
# ],
|
|
# "parameters": [
|
|
# {
|
|
# "control": "None",
|
|
# "default": 0,
|
|
# "label": "Fill",
|
|
# "max": 1,
|
|
# "min": 0,
|
|
# "name": "fill",
|
|
# "step": 0.01,
|
|
# "type": "float"
|
|
# }
|
|
# ]
|
|
# },
|
|
# "type": "shader"
|
|
# },
|
|
# {
|
|
# "name": "8064",
|
|
# "node_position": {
|
|
# "x": -282.533325,
|
|
# "y": -433.011169
|
|
# },
|
|
# "parameters": {
|
|
#
|
|
# },
|
|
# "shader_model": {
|
|
# "code": "",
|
|
# "global": "",
|
|
# "inputs": [
|
|
# {
|
|
# "default": "vec3(0.0)",
|
|
# "label": "",
|
|
# "name": "in",
|
|
# "type": "rgb"
|
|
# }
|
|
# ],
|
|
# "instance": "",
|
|
# "name": "Default Value",
|
|
# "outputs": [
|
|
# {
|
|
# "rgb": "$in($uv)",
|
|
# "type": "rgb"
|
|
# }
|
|
# ],
|
|
# "parameters": [
|
|
#
|
|
# ]
|
|
# },
|
|
# "type": "shader"
|
|
# }
|
|
# ],
|
|
# "parameters": {
|
|
# "param0": 9,
|
|
# "param1": 0.1,
|
|
# "param2": 0,
|
|
# "param3": 0,
|
|
# "param4": 30
|
|
# },
|
|
# "shortdesc": "",
|
|
# "type": "graph"
|
|
# }
|
|
# ],
|
|
# "parameters": {
|
|
# "param0": 10,
|
|
# "param1": 30,
|
|
# "param2": false,
|
|
# "param3": 0
|
|
# },
|
|
# "shortdesc": "",
|
|
# "type": "graph"
|
|
#}
|
|
|
|
static func sdf_show(val : float, bevel : float) -> Color:
|
|
var f : float = clamp(-val / max(bevel, 0.00001), 0.0, 1.0);
|
|
|
|
return Color(f, f, f, 1)
|
|
|
|
static func sdf_circle(uv : Vector2, c : Vector2, r : float) -> float:
|
|
c.x += 0.5
|
|
c.y += 0.5
|
|
|
|
return (uv - c).length() - r;
|
|
|
|
static func sdf_box(uv : Vector2, c : Vector2, wh : Vector2) -> float:
|
|
c.x += 0.5
|
|
c.y += 0.5
|
|
|
|
var d : Vector2 = Commons.absv2(uv - c) - wh
|
|
|
|
return Commons.maxv2(d, Vector2(0, 0)).length() + min(max(d.x, d.y), 0.0)
|
|
|
|
#vec2 $(name_uv)_sdl = sdLine($uv, vec2($ax+0.5, $ay+0.5), vec2($bx+0.5, $by+0.5));
|
|
|
|
static func sdf_line(uv : Vector2, a : Vector2, b : Vector2, r : float) -> Vector2:
|
|
a.x += 0.5
|
|
a.y += 0.5
|
|
|
|
b.x += 0.5
|
|
b.y += 0.5
|
|
|
|
return sdLine(uv, a, b)
|
|
|
|
|
|
static func sdf_rhombus(uv : Vector2, c : Vector2, wh : Vector2) -> float:
|
|
c.x += 0.5
|
|
c.y += 0.5
|
|
|
|
return sdRhombus(uv - c, wh);
|
|
|
|
|
|
static func sdf_arc(uv : Vector2, a : Vector2, r : Vector2) -> float:
|
|
return sdArc(uv - Vector2(0.5, 0.5), Commons.modf(a.x, 360.0) * 0.01745329251, Commons.modf(a.y, 360.0)*0.01745329251, r.x, r.y)
|
|
|
|
#float sdr_ndot(vec2 a, vec2 b) {
|
|
# return a.x*b.x - a.y*b.y;
|
|
#}
|
|
|
|
static func sdr_ndot(a : Vector2, b : Vector2) -> float:
|
|
return a.x * b.x - a.y * b.y;
|
|
|
|
#float sdRhombus(in vec2 p, in vec2 b) {
|
|
# vec2 q = abs(p);
|
|
# float h = clamp((-2.0*sdr_ndot(q,b)+sdr_ndot(b,b))/dot(b,b),-1.0,1.0);
|
|
# float d = length( q - 0.5*b*vec2(1.0-h,1.0+h) );
|
|
# return d * sign( q.x*b.y + q.y*b.x - b.x*b.y );
|
|
#}
|
|
|
|
static func sdRhombus(p : Vector2, b : Vector2) -> float:
|
|
var q : Vector2 = Commons.absv2(p);
|
|
var h : float = clamp((-2.0 * sdr_ndot(q,b) + sdr_ndot(b,b)) / b.dot(b), -1.0, 1.0);
|
|
var d : float = ( q - 0.5*b * Vector2(1.0-h, 1.0+h)).length()
|
|
return d * sign(q.x*b.y + q.y*b.x - b.x*b.y)
|
|
|
|
#float sdArc(vec2 p, float a1, float a2, float ra, float rb) {
|
|
# float amid = 0.5*(a1+a2)+1.6+3.14*step(a1, a2);
|
|
# float alength = 0.5*(a1-a2)-1.6+3.14*step(a1, a2);
|
|
#
|
|
# vec2 sca = vec2(cos(amid), sin(amid));
|
|
# vec2 scb = vec2(cos(alength), sin(alength));
|
|
# p *= mat2(vec2(sca.x,sca.y),vec2(-sca.y,sca.x));
|
|
# p.x = abs(p.x);
|
|
#
|
|
# float k = (scb.y*p.x>scb.x*p.y) ? dot(p.xy,scb) : length(p.xy);
|
|
# return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb;
|
|
#}
|
|
|
|
static func sdArc(p : Vector2, a1 : float, a2 : float, ra : float, rb : float) -> float:
|
|
var amid : float = 0.5*(a1+a2)+1.6+3.14 * Commons.step(a1, a2);
|
|
var alength : float = 0.5*(a1-a2)-1.6+3.14 * Commons.step(a1, a2);
|
|
var sca : Vector2 = Vector2(cos(amid), sin(amid));
|
|
var scb : Vector2 = Vector2(cos(alength), sin(alength));
|
|
|
|
#p *= Matrix(Vector2(sca.x , sca.y), Vector2(-sca.y, sca.x));
|
|
|
|
var pt : Vector2 = p
|
|
|
|
p.x = pt.x * sca.x + pt.y * sca.y
|
|
p.y = pt.x * -sca.y + pt.y * sca.x
|
|
|
|
p.x = abs(p.x);
|
|
|
|
var k : float
|
|
|
|
if (scb.y * p.x > scb.x * p.y):
|
|
k = p.dot(scb)
|
|
else:
|
|
k = p.length();
|
|
|
|
return sqrt( p.dot(p) + ra * ra - 2.0 * ra * k ) - rb;
|
|
|
|
|
|
static func sdf_boolean_union(a : float, b : float) -> float:
|
|
return min(a, b)
|
|
|
|
static func sdf_boolean_substraction(a : float, b : float) -> float:
|
|
return max(-a, b)
|
|
|
|
static func sdf_boolean_intersection(a : float, b : float) -> float:
|
|
return max(a, b)
|
|
|
|
static func sdf_smooth_boolean_union(d1 : float, d2 : float, k : float) -> float:
|
|
var h : float = clamp( 0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0)
|
|
return lerp(d2, d1, h) - k * h * (1.0 - h)
|
|
|
|
static func sdf_smooth_boolean_substraction(d1 : float, d2 : float, k : float) -> float:
|
|
var h : float = clamp( 0.5 - 0.5 * (d2 + d1) / k, 0.0, 1.0)
|
|
return lerp(d2, -d1, h) + k * h * (1.0 - h)
|
|
|
|
static func sdf_smooth_boolean_intersection(d1 : float, d2 : float, k : float) -> float:
|
|
var h : float = clamp( 0.5 - 0.5 * (d2 - d1) / k, 0.0, 1.0)
|
|
return lerp(d2, d1, h) + k * h * (1.0 - h)
|
|
|
|
static func sdf_rounded_shape(a : float, r : float) -> float:
|
|
return a - r
|
|
|
|
static func sdf_annular_shape(a : float, r : float) -> float:
|
|
return abs(a) - r
|
|
|
|
static func sdf_morph(a : float, b : float, amount : float) -> float:
|
|
return lerp(a, b, amount)
|
|
|
|
#vec2 sdLine(vec2 p, vec2 a, vec2 b) {
|
|
# vec2 pa = p-a, ba = b-a;
|
|
# float h = clamp(dot(pa,ba)/dot(ba,ba), 0.0, 1.0);
|
|
# return vec2(length(pa-ba*h), h);
|
|
#}
|
|
|
|
static func sdLine(p : Vector2, a : Vector2, b : Vector2) -> Vector2:
|
|
var pa : Vector2 = p - a
|
|
var ba : Vector2 = b - a
|
|
|
|
var h : float = clamp(pa.dot(ba) / ba.dot(ba), 0.0, 1.0);
|
|
|
|
return Vector2((pa - (ba * h)).length(), h)
|
|
|
|
|
|
#Needs thought
|
|
#func sdf_translate(a : float, x : float, y : float) -> float:
|
|
# return lerp(a, b, amount)
|
|
|
|
#vec2 sdf2d_rotate(vec2 uv, float a) {
|
|
# vec2 rv;
|
|
# float c = cos(a);
|
|
# float s = sin(a);
|
|
# uv -= vec2(0.5);
|
|
# rv.x = uv.x*c+uv.y*s;
|
|
# rv.y = -uv.x*s+uv.y*c;
|
|
# return rv+vec2(0.5);
|
|
#}
|
|
|
|
static func sdf2d_rotate(uv : Vector2, a : float) -> Vector2:
|
|
var rv : Vector2;
|
|
var c : float = cos(a);
|
|
var s : float = sin(a);
|
|
uv -= Vector2(0.5, 0.5);
|
|
rv.x = uv.x*c+uv.y*s;
|
|
rv.y = -uv.x*s+uv.y*c;
|
|
return rv+Vector2(0.5, 0.5);
|
|
|
|
#float cross2( in vec2 a, in vec2 b ) {
|
|
# return a.x*b.y - a.y*b.x;
|
|
#}
|
|
|
|
#// signed distance to a quadratic bezier\n
|
|
#vec2 sdBezier( in vec2 pos, in vec2 A, in vec2 B, in vec2 C ) { \n
|
|
# vec2 a = B - A;\n
|
|
# vec2 b = A - 2.0*B + C;\n
|
|
# vec2 c = a * 2.0;\n
|
|
# vec2 d = A - pos;\n\n
|
|
# float kk = 1.0/dot(b,b);\n
|
|
# float kx = kk * dot(a,b);\n
|
|
# float ky = kk * (2.0*dot(a,a)+dot(d,b))/3.0;\n
|
|
# float kz = kk * dot(d,a); \n\n
|
|
# float res = 0.0;\n
|
|
# float sgn = 0.0;\n\n
|
|
# float p = ky - kx*kx;\n
|
|
# float p3 = p*p*p;\n
|
|
# float q = kx*(2.0*kx*kx - 3.0*ky) + kz;\n
|
|
# float h = q*q + 4.0*p3;\n\t
|
|
# float rvx;\n\n
|
|
#
|
|
# if( h>=0.0 ) {
|
|
# // 1 root\n
|
|
# h = sqrt(h);\n
|
|
# vec2 x = (vec2(h,-h)-q)/2.0;\n
|
|
# vec2 uv = sign(x)*pow(abs(x), vec2(1.0/3.0));\n\t\trvx = uv.x+uv.y-kx;\n
|
|
# float t = clamp(rvx, 0.0, 1.0);\n
|
|
# vec2 q2 = d+(c+b*t)*t;\n
|
|
# res = dot(q2, q2);\n \t
|
|
# sgn = cross2(c+2.0*b*t, q2);\n
|
|
# } else {
|
|
# // 3 roots\n
|
|
# float z = sqrt(-p);\n
|
|
# float v = acos(q/(p*z*2.0))/3.0;\n
|
|
# float m = cos(v);\n
|
|
# float n = sin(v)*1.732050808;\n
|
|
# vec3 t = clamp(vec3(m+m,-n-m,n-m)*z-kx, 0.0, 1.0);\n
|
|
# vec2 qx=d+(c+b*t.x)*t.x;
|
|
# float dx=dot(qx, qx), sx = cross2(c+2.0*b*t.x,qx);\n
|
|
# vec2 qy=d+(c+b*t.y)*t.y;
|
|
# float dy=dot(qy, qy), sy = cross2(c+2.0*b*t.y,qy);\n
|
|
#
|
|
# if( dx<dy ) {
|
|
# res=dx; sgn=sx; rvx = t.x;
|
|
# } else {
|
|
# res=dy; sgn=sy; rvx = t.y;
|
|
# }\n
|
|
# }\n \n
|
|
#
|
|
# return vec2(rvx, sqrt(res)*sign(sgn));\n
|
|
#}
|
|
|
|
# signed distance to a quadratic bezier
|
|
static func sdBezier(pos : Vector2, A : Vector2, B : Vector2, C : Vector2) -> Vector2:
|
|
var a : Vector2 = B - A;
|
|
var b : Vector2 = A - 2.0*B + C;
|
|
var c : Vector2 = a * 2.0;
|
|
var d : Vector2 = A - pos;
|
|
|
|
var kk : float = 1.0 / b.dot(b);
|
|
var kx : float = kk * a.dot(b);
|
|
var ky : float = kk * (2.0* a.dot(a) + d.dot(b)) / 3.0;
|
|
var kz : float = kk * d.dot(a);
|
|
|
|
var res : float = 0.0;
|
|
var sgn : float = 0.0;
|
|
|
|
var p : float = ky - kx * kx;
|
|
var p3 : float = p*p*p;
|
|
var q : float = kx*(2.0*kx*kx - 3.0*ky) + kz;
|
|
var h : float = q*q + 4.0*p3;
|
|
var rvx : float;
|
|
|
|
if(h >= 0.0):# // 1 root
|
|
h = sqrt(h);
|
|
|
|
var x : Vector2 = Vector2(h,-h);
|
|
x.x -= q
|
|
x.y -= q
|
|
x.x /= 2.0
|
|
x.y /= 2.0
|
|
|
|
var uv : Vector2 = Vector2()
|
|
|
|
uv.x = sign(x.x) * pow(abs(x.x), 1);
|
|
uv.x = sign(x.y) * pow(abs(x.y), 3);
|
|
|
|
rvx = uv.x+uv.y-kx;
|
|
var t : float = clamp(rvx, 0.0, 1.0);
|
|
var q2 : Vector2 = d+(c+b*t)*t;
|
|
res = q2.dot(q2);
|
|
|
|
var tmp2 : Vector2 = c
|
|
tmp2.x += 2
|
|
tmp2.y += 2
|
|
|
|
tmp2 *= b*t
|
|
|
|
sgn = tmp2.cross(q2)
|
|
else: # // 3 roots
|
|
var z : float = sqrt(-p);
|
|
var v : float = acos(q/(p*z*2.0))/3.0;
|
|
var m : float = cos(v);
|
|
var n : float = sin(v)*1.732050808;
|
|
|
|
# var t : Vector3 = clamp(Vector3(m+m,-n-m,n-m)*z-kx, 0.0, 1.0);
|
|
#
|
|
#
|
|
# var qx : Vector2 = d+(c+b*t.x)*t.x;
|
|
# var dx : float = dot(qx, qx)
|
|
# sx = cross2(c+2.0*b*t.x,qx);
|
|
# var qy : Vector2 = d+(c+b*t.y)*t.y;
|
|
# var dy : float = dot(qy, qy)
|
|
# sy = cross2(c+2.0*b*t.y,qy);
|
|
# if dx<dy:
|
|
# res=dx; sgn=sx; rvx = t.x;
|
|
# else:
|
|
# res=dy; sgn=sy; rvx = t.y;
|
|
#
|
|
return Vector2(rvx, sqrt(res)*sign(sgn));
|
|
|
|
|
|
#vec2 circle_repeat_transform_2d(vec2 p, float count) {
|
|
# float r = 6.28/count;
|
|
# float pa = atan(p.x, p.y);
|
|
# float a = mod(pa+0.5*r, r)-0.5*r;
|
|
#
|
|
# vec2 rv;
|
|
#
|
|
# float c = cos(a-pa);
|
|
# float s = sin(a-pa);
|
|
#
|
|
# rv.x = p.x*c+p.y*s;
|
|
# rv.y = -p.x*s+p.y*c;
|
|
#
|
|
# return rv;
|
|
#}
|
|
|
|
static func circle_repeat_transform_2d(pos : Vector2, count : float) -> Vector2:
|
|
return Vector2()
|
|
|
|
#float sdNgon(vec2 p, float r, float n) {
|
|
# float PI = 3.1415926535;
|
|
# p = circle_repeat_transform_2d(p, n);
|
|
# vec2 d = abs(p)-vec2(r*tan(3.14159265359/n), r);
|
|
# return p.y < r ? p.y-r : length(max(d,vec2(0)))+min(max(d.x,d.y),0.0);
|
|
#}
|
|
|
|
static func sdNgon(pos : Vector2, r : float, n : float) -> Vector2:
|
|
return Vector2()
|
|
|
|
|
|
#vec2 repeat_2d(vec2 p, vec2 r, float seed, float randomness) {
|
|
# p -= vec2(0.5);
|
|
# float a = (rand(floor(mod((p.xy+0.5*r.xy)/r.xy, 1.0/r.xy)+vec2(seed)))-0.5)*6.28*randomness;
|
|
# p = mod(p+0.5*r,r)-0.5*r;
|
|
# vec2 rv;
|
|
# float c = cos(a);
|
|
# float s = sin(a);
|
|
# rv.x = p.x*c+p.y*s;
|
|
# rv.y = -p.x*s+p.y*c;
|
|
# return rv+vec2(0.5);
|
|
#}
|
|
|
|
static func repeat_2d(p : Vector2, r : Vector2, pseed : float, randomness : float) -> Vector2:
|
|
p -= Vector2(0.5, 0.5);
|
|
var v : Vector2 = Vector2(p.x, p.y) + Vector2(0.5, 0.5) + Vector2(r.x, r.y)
|
|
var a : float = ((Commons.rand2(Commons.floorv2(Commons.modv2(v / Vector2(r.x, r.y), Vector2(1.0, 1.0) / Vector2(r.x, r.y)) + Vector2(pseed, pseed))) - Vector2(0.5, 0.5)) * 6.28 * randomness).x
|
|
p = Commons.modv2(p + Vector2(0.5, 0.5) * r,r)- Vector2(0.5, 0.5) * r
|
|
var rv : Vector2 = Vector2()
|
|
var c : float = cos(a)
|
|
var s : float = sin(a)
|
|
rv.x = p.x * c + p.y * s
|
|
rv.y = -p.x * s + p.y * c
|
|
return rv + Vector2(0.5, 0.5);
|
|
|
|
#float sdSmoothUnion( float d1, float d2, float k ) {
|
|
# float h = clamp( 0.5 + 0.5*(d2-d1)/k, 0.0, 1.0 );
|
|
# return mix( d2, d1, h ) - k*h*(1.0-h);
|
|
#}
|
|
|
|
static func sdSmoothUnion(d1 : float, d2 : float, k : float) -> float:
|
|
return 0.0
|
|
|
|
#float sdSmoothSubtraction( float d1, float d2, float k ) {
|
|
# float h = clamp( 0.5 - 0.5*(d2+d1)/k, 0.0, 1.0 );
|
|
# return mix( d2, -d1, h ) + k*h*(1.0-h);
|
|
#}
|
|
|
|
static func sdSmoothSubtraction(d1 : float, d2 : float, k : float) -> float:
|
|
return 0.0
|
|
|
|
#float sdSmoothIntersection( float d1, float d2, float k ) {
|
|
# float h = clamp( 0.5 - 0.5*(d2-d1)/k, 0.0, 1.0 );
|
|
# return mix( d2, d1, h ) + k*h*(1.0-h);
|
|
#}
|
|
|
|
static func sdSmoothIntersection(d1 : float, d2 : float, k : float) -> float:
|
|
return 0.0
|
|
|
|
|
|
#float sdRipples(float d, float w, int r) {\n
|
|
# for (int i = 0; i < r; ++i) {
|
|
# d = abs(d)-w;
|
|
# }
|
|
#
|
|
# return d;
|
|
#}
|
|
|
|
static func sdRipples(d : float, w : float, r : int) -> float:
|
|
for i in range(r):
|
|
d = abs(d)-w;
|
|
|
|
return d
|
|
|
|
#$polygon = { p1(vec2), p2(vec2), p3(vec2) ... }
|
|
#float sdPolygon_$(name)(vec2 p) {
|
|
# vec2 v[] = $polygon;
|
|
# int l = v.length();
|
|
# float d = dot(p-v[0],p-v[0]);
|
|
# float s = 1.0;
|
|
# int j = l-1;
|
|
#
|
|
# for(int i=0; i<l; i++) {
|
|
# vec2 e = v[j] - v[i];
|
|
# vec2 w = p - v[i];
|
|
# vec2 b = w - e*clamp( dot(w,e)/dot(e,e), 0.0, 1.0 );
|
|
# d = min( d, dot(b,b) );
|
|
# bvec3 c = bvec3(p.y>=v[i].y,p.y<v[j].y,e.x*w.y>e.y*w.x);
|
|
#
|
|
# if(all(c) || all(not(c))) {
|
|
# s *= -1.0;
|
|
# }
|
|
#
|
|
# j = i;
|
|
# }
|
|
#
|
|
# return s*sqrt(d);
|
|
#}
|
|
|
|
static func sdPolygon(p : Vector2, v : PoolVector2Array) -> float:
|
|
var l : int = v.size()
|
|
var pmv0 : Vector2 = p - v[0]
|
|
var d : float = pmv0.dot(pmv0)
|
|
var s : float = 1.0
|
|
var j : int = l - 1
|
|
|
|
for i in range(l): #for(int i=0; i<l; i++)
|
|
var e : Vector2 = v[j] - v[i]
|
|
var w : Vector2 = p - v[i]
|
|
var b : Vector2 = w - e * clamp(w.dot(e) / e.dot(e), 0.0, 1.0)
|
|
d = min(d, b.dot(b))
|
|
|
|
var b1 : bool = p.y >= v[i].y
|
|
var b2 : bool = p.y < v[j].y
|
|
var b3 : bool = e.x * w.y > e.y * w.x
|
|
|
|
if((b1 && b2 && b3) || (!b1 && !b2 && !b3)):
|
|
s *= -1.0
|
|
|
|
j = i
|
|
|
|
return s * sqrt(d)
|