{
	"name": "bricks",
	"node_position": {
		"x": 0,
		"y": 0
	},
	"parameters": {
		"bevel": 0.1,
		"columns": 3,
		"mortar": 0.1,
		"pattern": 0,
		"repeat": 1,
		"row_offset": 0.5,
		"rows": 6
	},
	"shader_model": {
		"code": "vec3 $(name_uv) = $(name)_xyz($(uv));\n",
		"global": "vec3 brick(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float bevel) {\n\tfloat color = 0.5;\n\tvec2 c1 = (uv-bmin-vec2(mortar))/bevel;\n\tvec2 c2 = (bmax-uv-vec2(mortar))/bevel;\n\tvec2 c = min(c1, c2);\n\tcolor = clamp(min(c.x, c.y), 0.0, 1.0);\n\treturn vec3(color, mod(bmin, vec2(1.0, 1.0)));\n}\n\nvec3 bricks_rb(vec2 uv, vec2 count, float repeat, float offset, float mortar, float bevel) {\n\tcount *= repeat;\n\tmortar /= max(count.x, count.y);\n\tbevel /= max(count.x, count.y);\n\tfloat x_offset = offset*step(0.5, fract(uv.y*count.y*0.5));\n\tvec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y));\n\tbmin.x += x_offset;\n\tbmin /= count;\n\treturn brick(uv, bmin, bmin+vec2(1.0)/count, mortar, bevel);\n}\n\nvec3 bricks_rb2(vec2 uv, vec2 count, float repeat, float offset, float mortar, float bevel) {\n\tcount *= repeat;\n\tmortar /= max(2.0*count.x, count.y);\n\tbevel /= max(2.0*count.x, count.y);\n\tfloat x_offset = offset*step(0.5, fract(uv.y*count.y*0.5));\n\tcount.x = count.x*(1.0+step(0.5, fract(uv.y*count.y*0.5)));\n\tvec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y));\n\tbmin.x += x_offset;\n\tbmin /= count;\n\treturn brick(uv, bmin, bmin+vec2(1.0)/count, mortar, bevel);\n}\n\nvec3 bricks_hb(vec2 uv, vec2 count, float repeat, float offset, float mortar, float bevel) {\n\tfloat pc = count.x+count.y;\n\tfloat c = pc*repeat;\n\tmortar /= c;\n\tbevel /= c;\n\tvec2 corner = floor(uv*c);\n\tfloat cdiff = mod(corner.x-corner.y, pc);\n\tif (cdiff < count.x) {\n\t\treturn brick(uv, (corner-vec2(cdiff, 0.0))/c, (corner-vec2(cdiff, 0.0)+vec2(count.x, 1.0))/c, mortar, bevel);\n\t} else {\n\t\treturn brick(uv, (corner-vec2(0.0, pc-cdiff-1.0))/c, (corner-vec2(0.0, pc-cdiff-1.0)+vec2(1.0, count.y))/c, mortar, bevel);\n\t}\n}\n\nvec3 bricks_bw(vec2 uv, vec2 count, float repeat, float offset, float mortar, float bevel) {\n\tvec2 c = 2.0*count*repeat;\n\tfloat mc = max(c.x, c.y);\n\tmortar /= mc;\n\tbevel /= mc;\n\tvec2 corner1 = floor(uv*c);\n\tvec2 corner2 = count*floor(repeat*2.0*uv);\n\tfloat cdiff = mod(dot(floor(repeat*2.0*uv), vec2(1.0)), 2.0);\n\tvec2 corner;\n\tvec2 size;\n\tif (cdiff == 0.0) {\n\t\tcorner = vec2(corner1.x, corner2.y);\n\t\tsize = vec2(1.0, count.y);\n\t} else {\n\t\tcorner = vec2(corner2.x, corner1.y);\n\t\tsize = vec2(count.x, 1.0);\n\t}\n\treturn brick(uv, corner/c, (corner+size)/c, mortar, bevel);\n}\n\nvec3 bricks_sb(vec2 uv, vec2 count, float repeat, float offset, float mortar, float bevel) {\n\tvec2 c = (count+vec2(1.0))*repeat;\n\tfloat mc = max(c.x, c.y);\n\tmortar /= mc;\n\tbevel /= mc;\n\tvec2 corner1 = floor(uv*c);\n\tvec2 corner2 = (count+vec2(1.0))*floor(repeat*uv);\n\tvec2 rcorner = corner1 - corner2;\n\tvec2 corner;\n\tvec2 size;\n\tif (rcorner.x == 0.0 && rcorner.y < count.y) {\n\t\tcorner = corner2;\n\t\tsize = vec2(1.0, count.y);\n\t} else if (rcorner.y == 0.0) {\n\t\tcorner = corner2+vec2(1.0, 0.0);\n\t\tsize = vec2(count.x, 1.0);\n\t} else if (rcorner.x == count.x) {\n\t\tcorner = corner2+vec2(count.x, 1.0);\n\t\tsize = vec2(1.0, count.y);\n\t} else if (rcorner.y == count.y) {\n\t\tcorner = corner2+vec2(0.0, count.y);\n\t\tsize = vec2(count.x, 1.0);\n\t} else {\n\t\tcorner = corner2+vec2(1.0);\n\t\tsize = vec2(count.x-1.0, count.y-1.0);\n\t}\n\treturn brick(uv, corner/c, (corner+size)/c, mortar, bevel);\n}",
		"inputs": [

		],
		"instance": "vec3 $(name)_xyz(vec2 uv) {\n    return bricks_$(pattern)(uv, vec2($(columns), $(rows)), $(repeat), $(row_offset), $(mortar), max(0.001, $(bevel)));\n}",
		"name": "Bricks",
		"outputs": [
			{
				"f": "$(name_uv).x",
				"type": "f"
			},
			{
				"rgb": "rand3($(name_uv).yz+vec2($(seed)))",
				"type": "rgb"
			}
		],
		"parameters": [
			{
				"default": 0,
				"label": "",
				"name": "pattern",
				"type": "enum",
				"values": [
					{
						"name": "Running bond",
						"value": "rb"
					},
					{
						"name": "Running bond (2)",
						"value": "rb2"
					},
					{
						"name": "HerringBone",
						"value": "hb"
					},
					{
						"name": "Basket weave",
						"value": "bw"
					},
					{
						"name": "Spanish bond",
						"value": "sb"
					}
				]
			},
			{
				"default": 1,
				"label": "Repeat:",
				"max": 8,
				"min": 1,
				"name": "repeat",
				"step": 1,
				"type": "float",
				"widget": "spinbox"
			},
			{
				"default": 6,
				"label": "Rows:",
				"max": 64,
				"min": 1,
				"name": "rows",
				"step": 1,
				"type": "float",
				"widget": "spinbox"
			},
			{
				"default": 3,
				"label": "Columns:",
				"max": 64,
				"min": 1,
				"name": "columns",
				"step": 1,
				"type": "float",
				"widget": "spinbox"
			},
			{
				"default": 0.5,
				"label": "Offset:",
				"max": 1,
				"min": 0,
				"name": "row_offset",
				"step": 0,
				"type": "float"
			},
			{
				"default": 0.1,
				"label": "Mortar:",
				"max": 0.5,
				"min": 0,
				"name": "mortar",
				"step": 0,
				"type": "float"
			},
			{
				"default": 0.1,
				"label": "Bevel:",
				"max": 0.5,
				"min": 0,
				"name": "bevel",
				"step": 0,
				"type": "float"
			}
		]
	},
	"type": "shader"
}