mirror of
https://github.com/Relintai/material-maker.git
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127 lines
2.8 KiB
Plaintext
127 lines
2.8 KiB
Plaintext
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{
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"name": "tiler",
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"node_position": {
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"x": 0,
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"y": 0
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},
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"parameters": {
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"offset": 0,
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"overlap": 2,
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"rotate": 0,
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"scale": 0,
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"select_inputs": 0,
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"tx": 4,
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"ty": 4
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},
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"shader_model": {
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"code": "",
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"global": "",
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"inputs": [
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{
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"default": "0.0",
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"function": true,
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"label": "",
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"name": "in",
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"type": "f"
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},
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{
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"default": "1.0",
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"function": true,
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"label": "",
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"name": "mask",
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"type": "f"
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}
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],
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"instance": "float tiler_$(name)(vec2 uv, vec2 tile, int overlap, vec2 _seed) {\n\tfloat c = 0.0;\n\tfor (int dx = -overlap; dx <= overlap; ++dx) {\n\t\tfor (int dy = -overlap; dy <= overlap; ++dy) {\n\t\t\tvec2 pos = fract((floor(uv*tile)+vec2(float(dx), float(dy))+vec2(0.5))/tile-vec2(0.5));\n\t\t\tvec2 seed = rand2(pos+_seed);\n\t\t\tpos = fract(pos+$offset*seed/tile);\n\t\t\tfloat mask = $mask(pos+vec2(0.5));\n\t\t\tif (mask > 0.01) {\n\t\t\t\tvec2 pv = fract(uv - pos)-vec2(0.5);\n\t\t\t\tseed = rand2(seed);\n\t\t\t\tfloat angle = (seed.x * 2.0 - 1.0) * $rotate;\n\t\t\t\tfloat ca = cos(angle);\n\t\t\t\tfloat sa = sin(angle);\n\t\t\t\tpv = vec2(ca*pv.x+sa*pv.y, -sa*pv.x+ca*pv.y);\n\t\t\t\tpv *= (seed.y-0.5)*2.0*$scale+1.0;\n\t\t\t\tpv += vec2(0.5);\n\t\t\t\t$select_inputs\n\t\t\t\tc = max(c, $in(pv)*mask);\n\t\t\t}\n\t\t}\n\t}\n\treturn c;\n}",
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"name": "Tiler",
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"outputs": [
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{
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"f": "tiler_$(name)($uv, vec2($tx, $ty), int($overlap), vec2($seed))",
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"type": "f"
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}
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],
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"parameters": [
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{
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"control": "None",
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"default": 4,
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"label": "Tile X",
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"max": 64,
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"min": 1,
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"name": "tx",
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"step": 1,
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"type": "float"
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},
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{
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"control": "None",
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"default": 4,
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"label": "Tile Y",
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"max": 64,
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"min": 1,
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"name": "ty",
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"step": 1,
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"type": "float"
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},
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{
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"control": "None",
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"default": 1,
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"label": "Overlap",
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"max": 5,
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"min": 0,
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"name": "overlap",
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"step": 1,
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"type": "float"
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},
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{
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"default": 0,
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"label": "Inputs",
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"name": "select_inputs",
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"type": "enum",
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"values": [
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{
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"name": "1",
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"value": " "
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},
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{
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"name": "4",
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"value": "pv = clamp(0.5*(pv+floor(rand2(seed)*2.0)), vec2(0.0), vec2(1.0));"
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},
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{
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"name": "16",
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"value": "pv = clamp(0.25*(pv+floor(rand2(seed)*4.0)), vec2(0.0), vec2(1.0));"
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}
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]
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},
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{
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"control": "None",
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"default": 0.5,
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"label": "Offset",
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"max": 1,
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"min": 0,
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"name": "offset",
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"step": 0.01,
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"type": "float"
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},
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{
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"control": "None",
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"default": 0,
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"label": "Rotate",
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"max": 180,
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"min": 0,
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"name": "rotate",
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"step": 0.1,
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"type": "float"
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},
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{
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"control": "None",
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"default": 0,
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"label": "Scale",
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"max": 1,
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"min": 0,
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"name": "scale",
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"step": 0.01,
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"type": "float"
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}
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]
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},
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"type": "shader"
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}
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