material-maker/addons/material_maker/nodes/bricks.mmg

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{
"name": "bricks",
"node_position": {
"x": 0,
"y": 0
},
"parameters": {
"bevel": 0.1,
"columns": 3,
"corner": 0,
"mortar": 0.1,
"pattern": 0,
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"repeat": 2,
"round": 0,
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"row_offset": 0.5,
"rows": 6
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},
"shader_model": {
"code": "vec4 $(name_uv)_rect = bricks_$pattern($uv, vec2($columns, $rows), $repeat, $row_offset);\nvec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar, $round, max(0.001, $bevel));\n",
"global": "vec4 brick(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float round, float bevel) {\n\tfloat color;\n\tvec2 size = bmax - bmin;\n\tfloat min_size = min(size.x, size.y);\n\tmortar *= min_size;\n\tbevel *= min_size;\n\tround *= min_size;\n\tvec2 center = 0.5*(bmin+bmax);\n vec2 d = abs(uv-center)-0.5*(size)+vec2(round+mortar);\n color = length(max(d,vec2(0))) + min(max(d.x,d.y),0.0)-round;\n\tcolor = clamp(-color/bevel, 0.0, 1.0);\n\tvec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0));\n\treturn vec4(color, center, tiled_brick_pos.x+7.0*tiled_brick_pos.y);\n}\n\nvec3 brick_uv(vec2 uv, vec2 bmin, vec2 bmax) {\n\tvec2 center = 0.5*(bmin + bmax);\n\tvec2 size = bmax - bmin;\n\tfloat max_size = max(size.x, size.y);\n\treturn vec3(0.5+(uv-center)/max_size, 0.0);\n}\n\nvec3 brick_corner_uv(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float corner) {\n\tvec2 center = 0.5*(bmin + bmax);\n\tvec2 size = bmax - bmin;\n\tfloat max_size = max(size.x, size.y);\n\tfloat min_size = min(size.x, size.y);\n\tmortar *= min_size;\n\tcorner *= min_size;\n\treturn vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), 0.0);\n}\n\nvec4 bricks_rb(vec2 uv, vec2 count, float repeat, float offset) {\n\tcount *= repeat;\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 vec4(bmin, bmin+vec2(1.0)/count);\n}\n\nvec4 bricks_rb2(vec2 uv, vec2 count, float repeat, float offset) {\n\tcount *= repeat;\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 vec4(bmin, bmin+vec2(1.0)/count);\n}\n\nvec4 bricks_hb(vec2 uv, vec2 count, float repeat, float offset) {\n\tfloat pc = count.x+count.y;\n\tfloat c = pc*repeat;\n\tvec2 corner = floor(uv*c);\n\tfloat cdiff = mod(corner.x-corner.y, pc);\n\tif (cdiff < count.x) {\n\t\treturn vec4((corner-vec2(cdiff, 0.0))/c, (corner-vec2(cdiff, 0.0)+vec2(count.x, 1.0))/c);\n\t} else {\n\t\treturn vec4((corner-vec2(0.0, pc-cdiff-1.0))/c, (corner-vec2(0.0, pc-cdiff-1.0)+vec2(1.0, count.y))/c);\n\t}\n}\n\nvec4 bricks_bw(vec2 uv, vec2 count, float repeat, float offset) {\n\tvec2 c = 2.0*count*repeat;\n\tfloat mc = max(c.x, c.y);\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 vec4(corner/c, (corner+size)/c);\n}\n\nvec4 bricks_sb(vec2 uv, vec2 count, float repeat, float offset) {\n\tvec2 c = (count+vec2(1.0))*repeat;\n\tfloat mc = max(c.x, c.y);\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 vec4(corner/c, (corner+size)/c);\n}",
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"inputs": [
],
"instance": "",
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"name": "Bricks",
"outputs": [
{
"f": "$(name_uv).x",
"type": "f"
},
{
"rgb": "rand3(fract($(name_uv)_rect.xy)+rand2(vec2($seed)))",
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"type": "rgb"
},
{
"f": "$(name_uv).y",
"type": "f"
},
{
"f": "$(name_uv).z",
"type": "f"
},
{
"rgb": "brick_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw)",
"type": "rgb"
},
{
"rgb": "brick_corner_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar, $corner)",
"type": "rgb"
},
{
"f": "0.5*(sign($(name_uv)_rect.z-$(name_uv)_rect.x-$(name_uv)_rect.w+$(name_uv)_rect.y)+1.0)",
"type": "f"
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}
],
"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"
}
]
},
{
"control": "None",
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"default": 1,
"label": "Repeat:",
"max": 8,
"min": 1,
"name": "repeat",
"step": 1,
"type": "float"
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},
{
"control": "None",
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"default": 6,
"label": "Rows:",
"max": 64,
"min": 1,
"name": "rows",
"step": 1,
"type": "float"
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},
{
"control": "None",
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"default": 3,
"label": "Columns:",
"max": 64,
"min": 1,
"name": "columns",
"step": 1,
"type": "float"
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},
{
"control": "None",
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"default": 0.5,
"label": "Offset:",
"max": 1,
"min": 0,
"name": "row_offset",
"step": 0.01,
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"type": "float"
},
{
"control": "None",
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"default": 0.1,
"label": "Mortar:",
"max": 0.5,
"min": 0,
"name": "mortar",
"step": 0.01,
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"type": "float"
},
{
"control": "None",
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"default": 0.1,
"label": "Bevel:",
"max": 0.5,
"min": 0,
"name": "bevel",
"step": 0.01,
"type": "float"
},
{
"control": "None",
"default": 0,
"label": "Round:",
"max": 0.5,
"min": 0,
"name": "round",
"step": 0.01,
"type": "float"
},
{
"control": "None",
"default": 0.1,
"label": "Corner:",
"max": 0.5,
"min": 0,
"name": "corner",
"step": 0.01,
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"type": "float"
}
]
},
"type": "shader"
}