{ "name": "tiler", "node_position": { "x": 0, "y": 0 }, "parameters": { "offset": 0, "overlap": 2, "rotate": 0, "scale": 0, "select_inputs": 0, "tx": 4, "ty": 4 }, "shader_model": { "code": "", "global": "", "inputs": [ { "default": "0.0", "function": true, "label": "", "name": "in", "type": "f" }, { "default": "1.0", "function": true, "label": "", "name": "mask", "type": "f" } ], "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, $in(pv)*mask);\n\t\t\t}\n\t\t}\n\t}\n\treturn c;\n}", "name": "Tiler", "outputs": [ { "f": "tiler_$(name)($uv, vec2($tx, $ty), int($overlap), vec2(float($seed)))", "type": "f" } ], "parameters": [ { "control": "None", "default": 4, "label": "Tile X", "max": 64, "min": 1, "name": "tx", "step": 1, "type": "float" }, { "control": "None", "default": 4, "label": "Tile Y", "max": 64, "min": 1, "name": "ty", "step": 1, "type": "float" }, { "control": "None", "default": 1, "label": "Overlap", "max": 5, "min": 0, "name": "overlap", "step": 1, "type": "float" }, { "default": 0, "label": "Inputs", "name": "select_inputs", "type": "enum", "values": [ { "name": "1", "value": " " }, { "name": "4", "value": "pv = clamp(0.5*(pv+floor(rand2(seed)*2.0)), vec2(0.0), vec2(1.0));" }, { "name": "16", "value": "pv = clamp(0.25*(pv+floor(rand2(seed)*4.0)), vec2(0.0), vec2(1.0));" } ] }, { "control": "None", "default": 0.5, "label": "Offset", "max": 1, "min": 0, "name": "offset", "step": 0.01, "type": "float" }, { "control": "None", "default": 0, "label": "Rotate", "max": 180, "min": 0, "name": "rotate", "step": 0.1, "type": "float" }, { "control": "None", "default": 0, "label": "Scale", "max": 1, "min": 0, "name": "scale", "step": 0.01, "type": "float" } ] }, "type": "shader" }