{ "name":"Bricks", "parameters":[ { "name":"pattern", "label":"", "type":"enum", "values":[ { "name":"Running bond", "value":"rb" }, { "name":"Running bond (2)", "value":"rb2" }, { "name":"HerringBone", "value":"hb" }, { "name":"Basket weave", "value":"bw" }, { "name":"Spanish bond", "value":"sb" } ] }, { "name":"repeat", "label":"Repeat:", "type":"float", "min":1, "max":8, "step":1, "default":1, "widget":"spinbox" }, { "name":"rows", "label":"Rows:", "type":"float", "min":1, "max":64, "step":1, "default":6, "widget":"spinbox" }, { "name":"columns", "label":"Columns:", "type":"float", "min":1, "max":64, "step":1, "default":3, "widget":"spinbox" }, { "name":"row_offset", "label":"Offset:", "type":"float", "min":0, "max":1, "default":0.5 }, { "name":"mortar", "label":"Mortar:", "type":"float", "min":0, "max":0.5, "default":0.1 }, { "name":"bevel", "label":"Bevel:", "type":"float", "min":0, "max":0.5, "default":0.1 } ], "include":[ "noise" ], "global":" 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); }", "instance":" vec3 $(name)_xyz(vec2 uv) { return bricks_$(pattern)(uv, vec2($(columns), $(rows)), $(repeat), $(row_offset), $(mortar), max(0.001, $(bevel))); }", "outputs":[ { "f":"$(name)_xyz($(uv)).x" }, { "rgb":"rand3($(name)_xyz($(uv)).yz+vec2($(seed)))" } ] }