material-maker/addons/procedural_material/shader_header.txt
RodZill4 9443940d9a More nodes and load/save
Added basic colorize and blend nodes
Started implementing loading and saving texture graphs (most nodes need an update to support this)
2018-07-22 23:25:05 +02:00

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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 max(0.0, min(1.0, 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;
}