|
|
|
"global": "vec4 brick(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float bevel) {\n\tfloat color;\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\tvec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0));\n\treturn vec4(color, 0.5*(bmin+bmax), tiled_brick_pos.x+7.0*tiled_brick_pos.y);\n}\n\nvec4 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\nvec4 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\nvec4 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\nvec4 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\nvec4 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}",
|