2018-07-22 17:20:27 +02:00
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shader_type canvas_item;
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float hash1(vec2 p) {
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float q = dot(p,vec2(127.1,311.7));
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return fract(sin(q)*43758.5453);
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}
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vec2 hash2(vec2 p) {
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vec2 q = vec2( dot(p,vec2(127.1,311.7)),
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dot(p,vec2(269.5,183.3)) );
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return fract(sin(q)*43758.5453);
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}
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vec3 hash3(vec2 p) {
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vec3 q = vec3( dot(p,vec2(127.1,311.7)),
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dot(p,vec2(269.5,183.3)),
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dot(p,vec2(419.2,371.9)) );
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return fract(sin(q)*43758.5453);
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}
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float sine(vec2 uv, float count, float sharpness) {
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return max(0.0, min(1.0, (0.5+sharpness*0.5*sin(count*3.1415928*2.0*uv.x))));
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}
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vec2 rotate(vec2 uv, float angle) {
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vec2 rv;
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rv.x = cos(angle)*uv.x + sin(angle)*uv.y;
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rv.y = -sin(angle)*uv.x + cos(angle)*uv.y;
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return rv;
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}
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float bricks(vec2 uv, vec2 count, float offset, float mortar, float bevel) {
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mortar /= max(count.x, count.y);
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bevel /= max(count.x, count.y);
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float fract_x = fract(uv.x*count.x+offset*step(0.5, fract(uv.y*count.y*0.5)));
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float slope_x = 1.0/(bevel*count.x);
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float off = 0.5*mortar/bevel;
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float f1 = fract_x*slope_x-off;
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float f2 = (1.0-fract_x)*slope_x-off;
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float fract_y = fract(uv.y*count.y);
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float slope_y = 1.0/(bevel*count.y);
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float f3 = fract_y*slope_y-off;
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float f4 = (1.0-fract_y)*slope_y-off;
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2018-07-22 23:25:05 +02:00
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return max(0.0, min(1.0, min(min(f1, f2), min(f3, f4))));
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2018-07-22 17:20:27 +02:00
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}
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float colored_bricks(vec2 uv, vec2 count, float offset) {
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float x = floor(uv.x*count.x+offset*step(0.5, fract(uv.y*count.y*0.5)));
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float y = floor(uv.y*count.y);
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return fract(x/3.0+y/7.0);
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}
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float iqnoise(vec2 uv, float s, float u, float v) {
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uv *= s;
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vec2 p = floor(uv);
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vec2 f = fract(uv);
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float k = 1.0+63.0*pow(1.0-v,4.0);
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float va = 0.0;
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float wt = 0.0;
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for( int j=-2; j<=2; j++ )
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for( int i=-2; i<=2; i++ )
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{
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vec2 g = vec2( float(i),float(j) );
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vec3 o = hash3( p + g )*vec3(u,u,1.0);
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vec2 r = g - f + o.xy;
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float d = dot(r,r);
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float ww = pow( 1.0-smoothstep(0.0,1.414,sqrt(d)), k );
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va += o.z*ww;
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wt += ww;
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}
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return va/wt;
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}
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float perlin(vec2 uv, int iterations, float turbulence) {
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float f = 0.0;
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float c = 1.0;
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float s = 2.0;
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float m = 0.0;
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for(int i = 0; i < iterations; i++) {
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vec2 uv2 = float(s) * uv;
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vec2 uv2_floor = floor(uv2);
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vec2 uv2_fract = fract(uv2);
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f += c * ( (1.0 - uv2_fract.x) * ((1.0 - uv2_fract.y) * hash1(uv2_floor) + uv2_fract.y * hash1(uv2_floor+vec2(0.0, 1.0)))
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+ uv2_fract.x * ((1.0 - uv2_fract.y) * hash1(uv2_floor+vec2(1.0, 0.0)) + uv2_fract.y * hash1(uv2_floor+vec2(1.0, 1.0))));
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m += c;
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s *= 2.0;
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c *= turbulence;
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}
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return f/m;
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}
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