Fixed Runes node (seed was badly used, leading to low quality result)

This commit is contained in:
RodZill4 2021-03-16 07:51:15 +01:00
parent 4266307261
commit 06863bc196
1 changed files with 5 additions and 2 deletions

View File

@ -10,7 +10,10 @@
},
"shader_model": {
"code": "",
"global": "float ThickLine(vec2 uv, vec2 posA, vec2 posB, float radiusInv)\n{\n\tvec2 dir = posA - posB;\n\tfloat dirLen = length(dir);\n\tvec2 dirN = normalize(dir);\n\tfloat dotTemp = clamp(dot(uv - posB, dirN), 0.0, dirLen);\n\tvec2 proj = dotTemp * dirN + posB;\n\tfloat d1 = length(uv - proj);\n\tfloat finalGray = clamp(1.0 - d1 * radiusInv, 0.0, 1.0);\n\treturn finalGray;\n}\n\n// makes a rune in the 0..1 uv space. Seed is which rune to draw.\n// passes back gray in x and derivates for lighting in yz\nfloat Rune(vec2 uv) {\n\tfloat finalLine = 0.0;\n\tvec2 seed = floor(uv)-0.41;\n\tuv = fract(uv);\n\tfor (int i = 0; i < 4; i++)\t// number of strokes\n\t{\n\t\tvec2 posA = rand2(floor(seed+0.5));\n\t\tvec2 posB = rand2(floor(seed+1.5));\n\t\tseed += 2.0;\n\t\t// expand the range and mod it to get a nicely distributed random number - hopefully. :)\n\t\tposA = fract(posA * 128.0);\n\t\tposB = fract(posB * 128.0);\n\t\t// each rune touches the edge of its box on all 4 sides\n\t\tif (i == 0) posA.y = 0.0;\n\t\tif (i == 1) posA.x = 0.999;\n\t\tif (i == 2) posA.x = 0.0;\n\t\tif (i == 3) posA.y = 0.999;\n\t\t// snap the random line endpoints to a grid 2x3\n\t\tvec2 snaps = vec2(2.0, 3.0);\n\t\tposA = (floor(posA * snaps) + 0.5) / snaps;\t// + 0.5 to center it in a grid cell\n\t\tposB = (floor(posB * snaps) + 0.5) / snaps;\n\t\t//if (distance(posA, posB) < 0.0001) continue;\t// eliminate dots.\n\t\t// Dots (degenerate lines) are not cross-GPU safe without adding 0.001 - divide by 0 error.\n\t\tfinalLine = max(finalLine, ThickLine(uv, posA, posB + 0.001, 20.0));\n\t}\n\treturn finalLine;\n}\n\n\n",
"global": "float ThickLine(vec2 uv, vec2 posA, vec2 posB, float radiusInv)\n{\n\treturn clamp(1.1-20.0*sdLine(uv, posA, posB).x, 0.0, 1.0);\n}\n\n// makes a rune in the 0..1 uv space. Seed is which rune to draw.\n// passes back gray in x and derivates for lighting in yz\nfloat Rune(vec2 uv, float s) {\n\tfloat finalLine = 0.0;\n\tvec2 seed = floor(uv)-rand2(vec2(s));\n\tuv = fract(uv);\n\tfor (int i = 0; i < 4; i++)\t// number of strokes\n\t{\n\t\tvec2 posA = rand2(floor(seed+0.5));\n\t\tvec2 posB = rand2(floor(seed+1.5));\n\t\tseed += 2.0;\n\t\t// expand the range and mod it to get a nicely distributed random number - hopefully. :)\n\t\tposA = fract(posA * 128.0);\n\t\tposB = fract(posB * 128.0);\n\t\t// each rune touches the edge of its box on all 4 sides\n\t\tif (i == 0) posA.y = 0.0;\n\t\tif (i == 1) posA.x = 0.999;\n\t\tif (i == 2) posA.x = 0.0;\n\t\tif (i == 3) posA.y = 0.999;\n\t\t// snap the random line endpoints to a grid 2x3\n\t\tvec2 snaps = vec2(2.0, 3.0);\n\t\tposA = (floor(posA * snaps) + 0.5) / snaps;\t// + 0.5 to center it in a grid cell\n\t\tposB = (floor(posB * snaps) + 0.5) / snaps;\n\t\t//if (distance(posA, posB) < 0.0001) continue;\t// eliminate dots.\n\t\t// Dots (degenerate lines) are not cross-GPU safe without adding 0.001 - divide by 0 error.\n\t\tfinalLine = max(finalLine, ThickLine(uv, posA, posB + 0.001, 20.0));\n\t}\n\treturn finalLine;\n}\n\n\n",
"includes": [
"sdline"
],
"inputs": [
],
@ -19,7 +22,7 @@
"name": "Runes",
"outputs": [
{
"f": "Rune(vec2($columns, $rows)*($uv+vec2(float($seed))))",
"f": "Rune(vec2($columns, $rows)*$uv, float($seed))",
"longdesc": "A greyscale image showing random runes.",
"shortdesc": "Output",
"type": "f"