material-maker/material_maker/tools/painter/shaders/brush_pattern.shader

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#include "brush_common_decl.shader"
GENERATED_CODE
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float brush(vec2 uv) {
return clamp(brush_opacity*brush_function(uv)/(1.0-brush_hardness), 0.0, 1.0);
}
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vec4 pattern_color(vec2 uv, vec2 bs) {
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mat2 texture_rotation = mat2(vec2(cos(pattern_angle), sin(pattern_angle)), vec2(-sin(pattern_angle), cos(pattern_angle)));
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vec2 pattern_uv = pattern_scale*texture_rotation*(vec2(bs.y/bs.x, 1.0)*(uv - vec2(0.5, 0.5)));
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return pattern_function(fract(pattern_uv));
}
void fragment() {
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vec2 bs;
vec2 bp;
vec2 bpp;
vec2 p;
if (texture_space) {
float min_size = min(rect_size.x, rect_size.y);
bs = vec2(brush_size)/min_size;
bp = brush_pos/min_size;
bpp = brush_ppos/min_size;
p = texture(view2tex_tex, UV).xy/bs;
} else {
bs = vec2(brush_size)/rect_size;
bp = brush_pos/rect_size;
bpp = brush_ppos/rect_size;
p = UV/bs;
}
vec2 b = bp/bs;
vec2 bv = (bpp-bp)/bs;
float x = clamp(dot(p-b, bv)/dot(bv, bv), 0.0, 1.0);
vec2 local_uv = p-(b+x*bv);
float a = (0.2+0.8*texture(mask_tex, texture(view2tex_tex, UV).xy).r)*max(brush(0.5*local_uv+vec2(0.5)), pattern_alpha);
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COLOR = pattern_color(UV, bs) * vec4(vec3(1.0), a);
}