mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
263 lines
7.7 KiB
GLSL
263 lines
7.7 KiB
GLSL
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 circle(vec2 uv, float sides, float size, float edge) {
|
|
uv = 2.0*uv-1.0;
|
|
edge = max(edge, 1.0e-8);
|
|
float distance = length(uv);
|
|
return clamp((1.0-distance/size)/edge, 0.0, 1.0);
|
|
}
|
|
|
|
float polygon(vec2 uv, float sides, float size, float edge) {
|
|
uv = 2.0*uv-1.0;
|
|
edge = max(edge, 1.0e-8);
|
|
float angle = atan(uv.x, uv.y)+3.14159265359;
|
|
float slice = 6.28318530718/sides;
|
|
return clamp((size-cos(floor(0.5+angle/slice)*slice-angle)*length(uv))/(edge*size), 0.0, 1.0);
|
|
}
|
|
|
|
float star(vec2 uv, float sides, float size, float edge) {
|
|
uv = 2.0*uv-1.0;
|
|
edge = max(edge, 1.0e-8);
|
|
float angle = atan(uv.x, uv.y);
|
|
float slice = 6.28318530718/sides;
|
|
return clamp((size-cos(floor(1.5+angle/slice-2.0*step(0.5*slice, mod(angle, slice)))*slice-angle)*length(uv))/(edge*size), 0.0, 1.0);
|
|
}
|
|
|
|
float curved_star(vec2 uv, float sides, float size, float edge) {
|
|
uv = 2.0*uv-1.0;
|
|
edge = max(edge, 1.0e-8);
|
|
float angle = 2.0*(atan(uv.x, uv.y)+3.14159265359);
|
|
float slice = 6.28318530718/sides;
|
|
return clamp((size-cos(floor(0.5+0.5*angle/slice)*2.0*slice-angle)*length(uv))/(edge*size), 0.0, 1.0);
|
|
}
|
|
|
|
float rays(vec2 uv, float sides, float size, float edge) {
|
|
uv = 2.0*uv-1.0;
|
|
edge = 0.5*max(edge, 1.0e-8)*size;
|
|
float slice = 6.28318530718/sides;
|
|
float angle = mod(atan(uv.x, uv.y)+3.14159265359, slice)/slice;
|
|
return clamp(min((size-angle)/edge, angle/edge), 0.0, 1.0);
|
|
}
|
|
|
|
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));
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
// From http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
|
|
vec3 rgb2hsv(vec3 c) {
|
|
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
|
vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
|
|
vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
|
|
|
|
float d = q.x - min(q.w, q.y);
|
|
float e = 1.0e-10;
|
|
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
|
}
|
|
|
|
vec3 hsv2rgb(vec3 c) {
|
|
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
|
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
|
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
|
}
|