float rand(vec2 x) { return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453); } vec2 rand2(vec2 x) { return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)), dot(x, vec2(3.4562, 17.398)))) * 43758.5453); } vec3 rand3(vec2 x) { return fract(cos(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 wave_constant(float x) { return 1.0; } float wave_sin(float x) { return 0.5-0.5*cos(3.14159265359*2.0*x); } float wave_triangle(float x) { x = fract(x); return min(2.0*x, 2.0-2.0*x); } float wave_square(float x) { return (fract(x) < 0.5) ? 0.0 : 1.0; } float mix_multiply(float x, float y) { return x*y; } float mix_add(float x, float y) { return min(x+y, 1.0); } float mix_max(float x, float y) { return max(x, y); } float mix_min(float x, float y) { return min(x, y); } float mix_min(float x, float y) { return min(x, y); } float mix_xor(float x, float y) { return min(x+y, 2.0-x-y); } float mix_pow(float x, float y) { return pow(x, y); } vec3 blend_normal(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*c1 + (1.0-opacity)*c2; } vec3 blend_dissolve(vec2 uv, vec3 c1, vec3 c2, float opacity) { if (rand(uv) < opacity) { return c1; } else { return c2; } } vec3 blend_multiply(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*c1*c2 + (1.0-opacity)*c2; } vec3 blend_screen(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*(1.0-(1.0-c1)*(1.0-c2)) + (1.0-opacity)*c2; } float blend_overlay_f(float c1, float c2) { return (c1 < 0.5) ? (2.0*c1*c2) : (1.0-2.0*(1.0-c1)*(1.0-c2)); } vec3 blend_overlay(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*vec3(blend_overlay_f(c1.x, c2.x), blend_overlay_f(c1.y, c2.y), blend_overlay_f(c1.z, c2.z)) + (1.0-opacity)*c2; } vec3 blend_hard_light(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*0.5*(c1*c2+blend_overlay(uv, c1, c2, 1.0)) + (1.0-opacity)*c2; } float blend_soft_light_f(float c1, float c2) { return (c2 < 0.5) ? (2.0*c1*c2+c1*c1*(1.0-2.0*c2)) : 2.0*c1*(1.0-c2)+sqrt(c1)*(2.0*c2-1.0); } vec3 blend_soft_light(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*vec3(blend_soft_light_f(c1.x, c2.x), blend_soft_light_f(c1.y, c2.y), blend_soft_light_f(c1.z, c2.z)) + (1.0-opacity)*c2; } float blend_burn_f(float c1, float c2) { return (c1==0.0)?c1:max((1.0-((1.0-c2)/c1)),0.0); } vec3 blend_burn(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*vec3(blend_burn_f(c1.x, c2.x), blend_burn_f(c1.y, c2.y), blend_burn_f(c1.z, c2.z)) + (1.0-opacity)*c2; } float blend_dodge_f(float c1, float c2) { return (c1==1.0)?c1:min(c2/(1.0-c1),1.0); } vec3 blend_dodge(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*vec3(blend_dodge_f(c1.x, c2.x), blend_dodge_f(c1.y, c2.y), blend_dodge_f(c1.z, c2.z)) + (1.0-opacity)*c2; } vec3 blend_lighten(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*max(c1, c2) + (1.0-opacity)*c2; } vec3 blend_darken(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*min(c1, c2) + (1.0-opacity)*c2; } vec3 blend_difference(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*clamp(c2-c1, vec3(0.0), vec3(1.0)) + (1.0-opacity)*c2; } vec2 transform(vec2 uv, vec2 translate, float rotate, vec2 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); rv -= translate; return rv; } vec2 transform_repeat(vec2 uv, vec2 translate, float rotate, vec2 scale) { return fract(transform(uv, translate, rotate, scale)); } vec2 transform_norepeat(vec2 uv, vec2 translate, float rotate, vec2 scale) { return clamp(transform(uv, translate, rotate, scale), vec2(0.0), vec2(1.0)); } vec3 brick(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float bevel) { float color = 0.5; vec2 c1 = (uv-bmin-vec2(mortar))/bevel; vec2 c2 = (bmax-uv-vec2(mortar))/bevel; vec2 c = min(c1, c2); color = clamp(min(c.x, c.y), 0.0, 1.0); return vec3(color, mod(bmin, vec2(1.0, 1.0))); } vec3 bricks_rb(vec2 uv, vec2 count, float repeat, float offset, float mortar, float bevel) { count *= repeat; mortar /= max(count.x, count.y); bevel /= max(count.x, count.y); float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5)); vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y)); bmin.x += x_offset; bmin /= count; return brick(uv, bmin, bmin+vec2(1.0)/count, mortar, bevel); } vec3 bricks_rb2(vec2 uv, vec2 count, float repeat, float offset, float mortar, float bevel) { count *= repeat; mortar /= max(2.0*count.x, count.y); bevel /= max(2.0*count.x, count.y); float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5)); count.x = count.x*(1.0+step(0.5, fract(uv.y*count.y*0.5))); vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y)); bmin.x += x_offset; bmin /= count; return brick(uv, bmin, bmin+vec2(1.0)/count, mortar, bevel); } vec3 bricks_hb(vec2 uv, vec2 count, float repeat, float offset, float mortar, float bevel) { float pc = count.x+count.y; float c = pc*repeat; mortar /= c; bevel /= c; vec2 corner = floor(uv*c); float cdiff = mod(corner.x-corner.y, pc); if (cdiff < count.x) { return brick(uv, (corner-vec2(cdiff, 0.0))/c, (corner-vec2(cdiff, 0.0)+vec2(count.x, 1.0))/c, mortar, bevel); } else { return brick(uv, (corner-vec2(0.0, pc-cdiff-1.0))/c, (corner-vec2(0.0, pc-cdiff-1.0)+vec2(1.0, count.y))/c, mortar, bevel); } } vec3 bricks_bw(vec2 uv, vec2 count, float repeat, float offset, float mortar, float bevel) { vec2 c = 2.0*count*repeat; float mc = max(c.x, c.y); mortar /= mc; bevel /= mc; vec2 corner1 = floor(uv*c); vec2 corner2 = count*floor(repeat*2.0*uv); float cdiff = mod(dot(floor(repeat*2.0*uv), vec2(1.0)), 2.0); vec2 corner; vec2 size; if (cdiff == 0.0) { corner = vec2(corner1.x, corner2.y); size = vec2(1.0, count.y); } else { corner = vec2(corner2.x, corner1.y); size = vec2(count.x, 1.0); } return brick(uv, corner/c, (corner+size)/c, mortar, bevel); } vec3 bricks_sb(vec2 uv, vec2 count, float repeat, float offset, float mortar, float bevel) { vec2 c = (count+vec2(1.0))*repeat; float mc = max(c.x, c.y); mortar /= mc; bevel /= mc; vec2 corner1 = floor(uv*c); vec2 corner2 = (count+vec2(1.0))*floor(repeat*uv); vec2 rcorner = corner1 - corner2; vec2 corner; vec2 size; if (rcorner.x == 0.0 && rcorner.y < count.y) { corner = corner2; size = vec2(1.0, count.y); } else if (rcorner.y == 0.0) { corner = corner2+vec2(1.0, 0.0); size = vec2(count.x, 1.0); } else if (rcorner.x == count.x) { corner = corner2+vec2(count.x, 1.0); size = vec2(1.0, count.y); } else if (rcorner.y == count.y) { corner = corner2+vec2(0.0, count.y); size = vec2(count.x, 1.0); } else { corner = corner2+vec2(1.0); size = vec2(count.x-1.0, count.y-1.0); } return brick(uv, corner/c, (corner+size)/c, mortar, bevel); } 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 dots(vec2 uv, float size, float density, int seed) { vec2 seed2 = rand2(vec2(float(seed), 1.0-float(seed))); uv /= size; vec2 point_pos = floor(uv)+vec2(0.5); float color = step(rand(seed2+point_pos), density); return color; } float perlin(vec2 uv, vec2 size, int iterations, float persistence, int seed) { vec2 seed2 = rand2(vec2(float(seed), 1.0-float(seed))); 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; vec2 xy = floor(uv*size); float f0 = rand(seed2+mod(xy, size)); float f1 = rand(seed2+mod(xy+vec2(1.0, 0.0), size)); float f2 = rand(seed2+mod(xy+vec2(0.0, 1.0), size)); float f3 = rand(seed2+mod(xy+vec2(1.0, 1.0), size)); vec2 mixval = smoothstep(0.0, 1.0, fract(uv*size)); 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) { vec2 seed2 = rand2(vec2(float(seed), 1.0-float(seed))); 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(seed2+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); }