mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
123 lines
3.9 KiB
GDScript
123 lines
3.9 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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#color_noise.mmg
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#Outputs:
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#Output - (rgb) - Shows the noise pattern
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#color_dots($(uv), 1.0/$(size), $(seed))
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#Inputs:
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#size, float, default: 8, min: 2, max: 12, step: 1
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#----------------------
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#noise.mmg
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#Outputs:
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#float $(name)_f(vec2 uv) {
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# return dots(uv, 1.0/$(size), $(density), $(seed));
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#}
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#Output - (float) - Shows the noise pattern
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#$(name)_f($(uv))
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#Inputs:
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#grid_size, float, default: 4, min: 2, max: 12, step: 1
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#density, float, default: 0.5, min: 0, max: 1, step: 0.01
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#----------------------
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#noise_anisotropic.mmg
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#Generates x-axis interpolated value noise
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#Output:
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#Output (float) - Shows a greyscale value noise
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#anisotropic($(uv), vec2($(scale_x), $(scale_y)), $(seed), $(smoothness), $(interpolation))
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#Input:
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#scale, Vector2, min: 1, 1, max: 32, 1024, step: 1, 1, default 4, 256
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#smoothness, float, min: 0, max: 1, step: 0,01, default: 1
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#Interpolation, float, min: 0, max: 1, step: 0,01, default: 1
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#float dots(vec2 uv, float size, float density, float seed) {
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# vec2 seed2 = rand2(vec2(seed, 1.0-seed));
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# uv /= size;
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# vec2 point_pos = floor(uv)+vec2(0.5);
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# float color = step(rand(seed2+point_pos), density);
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# return color;
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#}
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static func dots(uv : Vector2, size : float, density : float, pseed : float) -> float:
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var seed2 : Vector2 = Commons.rand2(Vector2(pseed, 1.0 - pseed))
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uv /= size
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var point_pos : Vector2 = Commons.floorv2(uv) + Vector2(0.5, 0.5)
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var color : float = Commons.step(Commons.rand2(seed2 + point_pos).x, density);
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return color
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static func anisotropicc(uv : Vector2, size : Vector2, pseed : float, smoothness : float, interpolation : float) -> Color:
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var v : float = anisotropic(uv, size, pseed, smoothness, interpolation)
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return Color(v, v, v, 1)
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#float anisotropic(vec2 uv, vec2 size, float seed, float smoothness, float interpolation) {
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# vec2 seed2 = rand2(vec2(seed, 1.0-seed));
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# vec2 xy = floor(uv*size);
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# vec2 offset = vec2(rand(seed2 + xy.y), 0.0);
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# vec2 xy_offset = floor(uv * size + offset );
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#
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# float f0 = rand(seed2+mod(xy_offset, size));
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# float f1 = rand(seed2+mod(xy_offset+vec2(1.0, 0.0), size));
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# float mixer = clamp( (fract(uv.x*size.x+offset.x) -.5) / smoothness + 0.5, 0.0, 1.0 );
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# float smooth_mix = smoothstep(0.0, 1.0, mixer);
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# float linear = mix(f0, f1, mixer);
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# float smoothed = mix(f0, f1, smooth_mix);
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#
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# return mix(linear, smoothed, interpolation);
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#}
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static func anisotropic(uv : Vector2, size : Vector2, pseed : float, smoothness : float, interpolation : float) -> float:
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var seed2 : Vector2 = Commons.rand2(Vector2(pseed, 1.0 - pseed))
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var xy : Vector2 = Commons.floorv2(uv * size)
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var s2xy : Vector2 = seed2
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s2xy.x += xy.y
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s2xy.y += xy.y
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var offset : Vector2 = Vector2(Commons.rand(s2xy), 0.0)
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var xy_offset : Vector2 = Commons.floorv2(uv * size + offset)
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var f0 : float = Commons.rand(seed2 + Commons.modv2(xy_offset, size));
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var f1 : float = Commons.rand(seed2 + Commons.modv2(xy_offset + Vector2(1.0, 0.0), size))
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var mixer : float = clamp((Commons.fract(uv.x * size.x + offset.x) - 0.5) / smoothness + 0.5, 0.0, 1.0)
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var smooth_mix : float = smoothstep(0.0, 1.0, mixer)
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var linear : float = lerp(f0, f1, mixer)
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var smoothed : float = lerp(f0, f1, smooth_mix)
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return lerp(linear, smoothed, interpolation)
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#vec3 color_dots(vec2 uv, float size, float seed) {
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# vec2 seed2 = rand2(vec2(seed, 1.0-seed));
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# uv /= size;
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# vec2 point_pos = floor(uv)+vec2(0.5);
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# return rand3(seed2+point_pos);
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#}
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static func color_dots(uv : Vector2, size : float, pseed : float) -> Vector3:
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var seed2 : Vector2 = Commons.rand2(Vector2(pseed, 1.0 - pseed))
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uv /= size
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var point_pos : Vector2 = Commons.floorv2(uv) + Vector2(0.5, 0.5)
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return Commons.rand3(seed2 + point_pos)
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static func noise_color(uv : Vector2, size : float, pseed : float) -> Color:
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var v : Vector3 = color_dots(uv, 1.0 / size, pseed)
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return Color(v.x, v.y, v.z, 1)
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