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https://github.com/Relintai/mat_maker_gd.git
synced 2025-04-30 10:57:56 +02:00
Ported the bricks shaders to the cpu.
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parent
6bd059e1c8
commit
c1b36eb044
127
TextureRect.gd
127
TextureRect.gd
@ -4,10 +4,40 @@ extends TextureRect
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var image : Image
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var image : Image
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var tex : ImageTexture
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var tex : ImageTexture
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export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1)
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export(Vector2) var bmax : Vector2 = Vector2(1, 1)
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export(bool) var refresh setget reff,reffg
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export(bool) var refresh setget reff,reffg
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func _ready():
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func _ready():
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pass
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pass
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#float o39644_0_2_f : float = o39644_0.x
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var seed_o39644 : int = 15005
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var p_o39644_repeat : float = 1.000000000
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var p_o39644_rows : float = 6.000000000
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var p_o39644_columns : float = 3.000000000
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var p_o39644_row_offset : float = 0.500000000
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var p_o39644_mortar: float = 0.100000000
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var p_o39644_bevel : float = 0.100000000
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var p_o39644_round : float= 0.000000000
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var p_o39644_corner : float = 0.420000000
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var p_o3335_albedo_color_r : float = 1.000000000
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var p_o3335_albedo_color_g : float = 1.000000000
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var p_o3335_albedo_color_b : float = 1.000000000
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var p_o3335_albedo_color_a : float = 1.000000000
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var p_o3335_metallic : float = 1.000000000
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var p_o3335_roughness : float = 1.000000000
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var p_o3335_emission_energy : float = 1.000000000
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var p_o3335_normal : float = 1.000000000
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var p_o3335_ao : float = 1.000000000
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var p_o3335_depth_scale : float = 0.500000000
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var p_o3335_sss : float = 0.000000000
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func gen() -> void:
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func gen() -> void:
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if !image:
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if !image:
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@ -17,8 +47,8 @@ func gen() -> void:
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if !tex:
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if !tex:
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tex = ImageTexture.new()
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tex = ImageTexture.new()
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var bmin : Vector2 = Vector2(0.3, 0.3)
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# var bmin : Vector2 = Vector2(0.1, 0.1)
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var bmax : Vector2 = Vector2(1, 1)
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# var bmax : Vector2 = Vector2(1, 1)
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image.lock()
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image.lock()
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@ -31,30 +61,70 @@ func gen() -> void:
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for y in range(image.get_height()):
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for y in range(image.get_height()):
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var v : Vector2 = Vector2(x / w, y / h)
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var v : Vector2 = Vector2(x / w, y / h)
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var vb : Vector3 = brick_uv(v, bmin, bmax, pseed)
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# var vb : Vector3 = brick_uv(v, bmin, bmax, pseed)
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# var col : Color = Color(vb.x, vb.y, vb.z, 1)
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## var col : Color = Color(vb.x, vb.y, vb.z, 1)
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#
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# var col : Color = brick(v, bmin, bmax, 0.2, 0.2, 0.2)
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# var cc : Color = Color(vb.x, vb.y, vb.z, 1)
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# image.set_pixel(x, y, cc)
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var col : Color = brick(v, bmin, bmax, 0.2, 0.2, 0.2)
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# 1, 2
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var brect : Color = bricks_rb(v, Vector2(p_o39644_columns, p_o39644_rows), p_o39644_repeat, p_o39644_row_offset);
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var fcolor : Color = brick(v, Vector2(brect.r, brect.g), Vector2(brect.b, brect.a), p_o39644_mortar*1.0, p_o39644_round*1.0, max(0.001, p_o39644_bevel*1.0));
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image.set_pixel(x, y, col)
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# image.set_pixel(x, y, brect)
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# image.set_pixel(x, y, fcolor)
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# image.set_pixel(x, y, Color(fcolor.r, fcolor.g, fcolor.b, 1))
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#1
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var rr : float = fcolor.r;
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image.set_pixel(x, y, Color(rr,rr, rr, 1))
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#
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# # 3
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# var yy : float = fcolor.g;
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# image.set_pixel(x, y, Color(yy,yy, yy, 1))
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#
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# # 4
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# var zz : float = fcolor.b;
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# image.set_pixel(x, y, Color(zz,zz, zz, 1))
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# 5
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# var c : Vector3 = brick_uv(v, Vector2(brect.r, brect.g), Vector2(brect.b, brect.a), float(seed_o39644))
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# image.set_pixel(x, y, Color(c.x, c.y, c.z, 1))
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# 6
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# var c : Vector3 = brick_corner_uv(v, Vector2(brect.r, brect.g), Vector2(brect.b, brect.a), p_o39644_mortar*1.0, p_o39644_corner, float(seed_o39644));
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# image.set_pixel(x, y, Color(c.x, c.y, c.z, 1))
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# 7
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# var f : float = 0.5*(sign(brect.b-brect.r-brect.a+brect.g)+1.0);
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# image.set_pixel(x, y, Color(f, f, f, 1))
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#vec4 $(name_uv)_rect = bricks_$pattern($uv, vec2($columns, $rows), $repeat, $row_offset);
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#vec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.001, $bevel*$bevel_map($uv)));
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image.unlock()
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image.unlock()
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tex.create_from_image(image)
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tex.create_from_image(image)
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texture = tex
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texture = tex
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#func b2(UV : Vector2):
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func brick_corner_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, corner : float, pseed : float) -> Vector3:
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# var ms : float = max(size.x, size.y)
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var center : Vector2 = 0.5 * (bmin + bmax)
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# var uv : Vector2 = 0.5+(UV-vec2(0.5))*ms/size.yx
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var size : Vector2 = bmax - bmin
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# #var is : float = min(size.x, size.y)
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var max_size : float = max(size.x, size.y)
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# vec4 image = preview_2d(uv)
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var min_size : float = min(size.x, size.y)
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# var image_with_background : Vector3 = mix(vec3(mod(floor(uv.x*32.0)+floor(uv.y*32.0), 2.0)), image.xyz, image.a)
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mortar *= min_size
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# uv -= vec2(0.5)
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corner *= min_size
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# uv = abs(uv)
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# return Color(image_with_background, step(max(uv.x, uv.y), 0.5)*0.8+0.2)
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var r : Vector3 = Vector3()
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r.x = clamp(((0.5 * size.x - mortar) - abs(uv.x - center.x)) / corner, 0, 1)
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r.y = clamp(((0.5 * size.y - mortar) - abs(uv.y - center.y)) / corner, 0, 1)
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r.z = rand(fract(center) + Vector2(pseed, pseed))
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return r
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# return vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), rand(fract(center)+vec2(seed)));
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func brick(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, pround : float, bevel : float) -> Color:
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func brick(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, pround : float, bevel : float) -> Color:
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var color : float
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var color : float
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@ -93,6 +163,21 @@ func brick_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, pseed : float) -> Ve
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var y : float = 0.5+ (uv.y - center.y) /max_size
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var y : float = 0.5+ (uv.y - center.y) /max_size
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return Vector3(x, y, rand(fract(center) + Vector2(pseed, pseed)))
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return Vector3(x, y, rand(fract(center) + Vector2(pseed, pseed)))
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func bricks_rb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color:
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count *= repeat
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var x_offset : float = offset * step(0.5, fractf(uv.y * count.y * 0.5))
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var bmin : Vector2
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bmin.x = floor(uv.x * count.x - x_offset)
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bmin.y = floor(uv.y * count.y)
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bmin.x += x_offset;
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bmin /= count
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var bmc : Vector2 = bmin + Vector2(1.0, 1.0) / count
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return Color(bmin.x, bmin.y, bmc.x, bmc.y)
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func fract(v : Vector2) -> Vector2:
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func fract(v : Vector2) -> Vector2:
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v.x = v.x - floor(v.x)
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v.x = v.x - floor(v.x)
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@ -105,6 +190,12 @@ func fractf(f : float) -> float:
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func rand(x : Vector2) -> float:
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func rand(x : Vector2) -> float:
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return fractf(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
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return fractf(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
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func step(edge : float, x : float) -> float:
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if x < edge:
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return 0.0
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else:
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return 1.0
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#common -----
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#common -----
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