float rand(vec2 x) { return fract(sin(dot(x, vec2(13.9898, 8.141))) * 43758.5453); } vec2 rand2(vec2 x) { return fract(sin(vec2(dot(x, vec2(13.9898, 8.141)), dot(x, vec2(3.4562, 17.398)))) * 43758.5453); } vec3 rand3(vec2 x) { return fract(sin(vec3(dot(x, vec2(13.9898, 8.141)), dot(x, vec2(3.4562, 17.398)), dot(x, vec2(13.254, 5.867)))) * 43758.5453); } float sine(vec2 uv, float count, float sharpness) { return max(0.0, min(1.0, (0.5+sharpness*0.5*sin(count*3.1415928*2.0*uv.x)))); } vec2 transform(vec2 uv, float rotate, float scale) { vec2 rv; uv -= vec2(0.5); rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y; rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y; rv /= scale; rv += vec2(0.5); return rv; } float bricks(vec2 uv, vec2 count, float offset, float mortar, float bevel) { mortar /= max(count.x, count.y); bevel /= max(count.x, count.y); float fract_x = fract(uv.x*count.x+offset*step(0.5, fract(uv.y*count.y*0.5))); float slope_x = 1.0/(bevel*count.x); float off = 0.5*mortar/bevel; float f1 = fract_x*slope_x-off; float f2 = (1.0-fract_x)*slope_x-off; float fract_y = fract(uv.y*count.y); float slope_y = 1.0/(bevel*count.y); float f3 = fract_y*slope_y-off; float f4 = (1.0-fract_y)*slope_y-off; return max(0.0, min(1.0, min(min(f1, f2), min(f3, f4)))); } float colored_bricks(vec2 uv, vec2 count, float offset) { float x = floor(uv.x*count.x+offset*step(0.5, fract(uv.y*count.y*0.5))); float y = floor(uv.y*count.y); return fract(x/3.0+y/7.0); } float perlin(vec2 uv, vec2 size, int iterations, float persistence, int seed) { uv += vec2(float(seed)*0.1234567); float rv = 0.0; float coef = 1.0; float acc = 0.0; for (int i = 0; i < iterations; ++i) { vec2 step = vec2(1.0)/size; float f0 = rand(floor(fract(uv)*size)); float f1 = rand(floor(fract(uv+vec2(step.x, 0.0))*size)); float f2 = rand(floor(fract(uv+vec2(0.0, step.y))*size)); float f3 = rand(floor(fract(uv+vec2(step.x, step.y))*size)); vec2 mixval = fract(uv*size); mixval = 0.5*(1.0-cos(3.1415928*mixval)); rv += coef * mix(mix(f0, f1, mixval.x), mix(f2, f3, mixval.x), mixval.y); acc += coef; size *= 2.0; coef *= persistence; } return rv / acc; } vec4 voronoi(vec2 uv, vec2 size, float intensity, int seed) { uv += vec2(float(seed)*0.1234567); uv *= size; float best_distance0 = 1.0; float best_distance1 = 1.0; vec2 point0; vec2 point1; vec2 p0 = floor(uv); for (int dx = -1; dx < 2; ++dx) { for (int dy = -1; dy < 2; ++dy) { vec2 d = vec2(float(dx), float(dy)); vec2 p = p0+d; p += rand2(mod(p, size)); float distance = length((uv - p) / size); if (best_distance0 > distance) { best_distance1 = best_distance0; best_distance0 = distance; point1 = point0; point0 = p; } else if (best_distance1 > distance) { best_distance1 = distance; point1 = p; } } } float edge_distance = dot(uv - 0.5*(point0+point1), normalize(point0-point1)); return vec4(point0, best_distance0*length(size)*intensity, edge_distance); }