shader_type canvas_item; float hash1(vec2 p) { float q = dot(p,vec2(127.1,311.7)); return fract(sin(q)*43758.5453); } vec2 hash2(vec2 p) { vec2 q = vec2( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)) ); return fract(sin(q)*43758.5453); } vec3 hash3(vec2 p) { vec3 q = vec3( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)), dot(p,vec2(419.2,371.9)) ); return fract(sin(q)*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 rotate(vec2 uv, float angle) { vec2 rv; rv.x = cos(angle)*uv.x + sin(angle)*uv.y; rv.y = -sin(angle)*uv.x + cos(angle)*uv.y; 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 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 iqnoise(vec2 uv, float s, float u, float v) { uv *= s; vec2 p = floor(uv); vec2 f = fract(uv); float k = 1.0+63.0*pow(1.0-v,4.0); float va = 0.0; float wt = 0.0; for( int j=-2; j<=2; j++ ) for( int i=-2; i<=2; i++ ) { vec2 g = vec2( float(i),float(j) ); vec3 o = hash3( p + g )*vec3(u,u,1.0); vec2 r = g - f + o.xy; float d = dot(r,r); float ww = pow( 1.0-smoothstep(0.0,1.414,sqrt(d)), k ); va += o.z*ww; wt += ww; } return va/wt; } float perlin(vec2 uv, int iterations, float turbulence) { float f = 0.0; float c = 1.0; float s = 2.0; float m = 0.0; for(int i = 0; i < iterations; i++) { vec2 uv2 = float(s) * uv; vec2 uv2_floor = floor(uv2); vec2 uv2_fract = fract(uv2); 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))) + 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)))); m += c; s *= 2.0; c *= turbulence; } return f/m; }