mirror of
https://github.com/Relintai/material-maker.git
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109 lines
4.0 KiB
Plaintext
109 lines
4.0 KiB
Plaintext
{
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"name": "blend",
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"node_position": {
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"x": 0,
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"y": 0
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},
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"parameters": {
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"amount": 0.935642,
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"blend_type": 0
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},
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"shader_model": {
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"global": "vec3 blend_normal(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*c1 + (1.0-opacity)*c2;\n}\n\nvec3 blend_dissolve(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\tif (rand(uv) < opacity) {\n\t\treturn c1;\n\t} else {\n\t\treturn c2;\n\t}\n}\n\nvec3 blend_multiply(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*c1*c2 + (1.0-opacity)*c2;\n}\n\nvec3 blend_screen(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*(1.0-(1.0-c1)*(1.0-c2)) + (1.0-opacity)*c2;\n}\n\nfloat blend_overlay_f(float c1, float c2) {\n\treturn (c1 < 0.5) ? (2.0*c1*c2) : (1.0-2.0*(1.0-c1)*(1.0-c2));\n}\n\nvec3 blend_overlay(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn 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;\n}\n\nvec3 blend_hard_light(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*0.5*(c1*c2+blend_overlay(uv, c1, c2, 1.0)) + (1.0-opacity)*c2;\n}\n\nfloat blend_soft_light_f(float c1, float c2) {\n\treturn (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);\n}\n\nvec3 blend_soft_light(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn 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;\n}\n\nfloat blend_burn_f(float c1, float c2) {\n\treturn (c1==0.0)?c1:max((1.0-((1.0-c2)/c1)),0.0);\n}\n\nvec3 blend_burn(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn 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;\n}\n\nfloat blend_dodge_f(float c1, float c2) {\n\treturn (c1==1.0)?c1:min(c2/(1.0-c1),1.0);\n}\n\nvec3 blend_dodge(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn 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;\n}\n\nvec3 blend_lighten(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*max(c1, c2) + (1.0-opacity)*c2;\n}\n\nvec3 blend_darken(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*min(c1, c2) + (1.0-opacity)*c2;\n}\n\nvec3 blend_difference(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\treturn opacity*clamp(c2-c1, vec3(0.0), vec3(1.0)) + (1.0-opacity)*c2;\n}\n",
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"inputs": [
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{
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"default": "vec4($uv.x, 1.0, 1.0, 1.0)",
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"label": "Source1",
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"name": "s1",
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"type": "rgba"
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},
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{
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"default": "vec4(1.0, $uv.y, 1.0, 1.0)",
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"label": "Source2",
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"name": "s2",
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"type": "rgba"
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},
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{
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"default": "1.0",
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"label": "Opacity",
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"name": "a",
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"type": "f"
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}
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],
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"instance": "",
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"name": "Blend",
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"outputs": [
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{
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"rgba": "vec4(blend_$blend_type($uv, $s1($uv).rgb, $s2($uv).rgb, $amount*$a($uv)*$s1($uv).a), min(1.0, $s2($uv).a+$amount*$a($uv)*$s1($uv).a))",
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"type": "rgba"
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}
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],
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"parameters": [
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{
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"default": 0,
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"label": "",
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"name": "blend_type",
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"type": "enum",
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"values": [
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{
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"name": "Normal",
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"value": "normal"
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},
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{
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"name": "Dissolve",
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"value": "dissolve"
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},
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{
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"name": "Multiply",
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"value": "multiply"
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},
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{
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"name": "Screen",
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"value": "screen"
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},
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{
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"name": "Overlay",
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"value": "overlay"
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},
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{
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"name": "Hard Light",
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"value": "hard_light"
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},
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{
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"name": "Soft Light",
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"value": "soft_light"
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},
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{
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"name": "Burn",
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"value": "burn"
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},
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{
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"name": "Dodge",
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"value": "dodge"
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},
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{
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"name": "Lighten",
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"value": "lighten"
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},
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{
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"name": "Darken",
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"value": "darken"
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},
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{
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"name": "Difference",
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"value": "difference"
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}
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]
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},
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{
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"default": 0.5,
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"label": "3:",
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"max": 1,
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"min": 0,
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"name": "amount",
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"step": 0,
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"type": "float"
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}
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]
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}
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} |