From 339bf8ac9606739576b1fd21e8719d1015ab1312 Mon Sep 17 00:00:00 2001 From: Rodz Labs Date: Thu, 30 Sep 2021 21:16:03 +0200 Subject: [PATCH] Added a Variations parameter to splatters and Tilers --- addons/material_maker/nodes/splatter.mmg | 10 +++++++++- addons/material_maker/nodes/splatter_color.mmg | 10 +++++++++- addons/material_maker/nodes/tiler.mmg | 10 +++++++++- addons/material_maker/nodes/tiler_advanced.mmg | 15 +++++++++++++-- .../material_maker/nodes/tiler_advanced_color.mmg | 10 +++++++++- addons/material_maker/nodes/tiler_color.mmg | 10 +++++++++- 6 files changed, 58 insertions(+), 7 deletions(-) diff --git a/addons/material_maker/nodes/splatter.mmg b/addons/material_maker/nodes/splatter.mmg index 524b1862..fe3742a9 100644 --- a/addons/material_maker/nodes/splatter.mmg +++ b/addons/material_maker/nodes/splatter.mmg @@ -36,7 +36,7 @@ "type": "f" } ], - "instance": "vec4 splatter_$(name)(vec2 uv, int count, vec2 seed) {\n\tfloat c = 0.0;\n\tvec3 rc = vec3(0.0);\n\tvec3 rc1;\n\tfor (int i = 0; i < count; ++i) {\n\t\tseed = rand2(seed);\n\t\trc1 = rand3(seed);\n\t\tfloat mask = $mask(fract(seed+vec2(0.5)));\n\t\tif (mask > 0.01) {\n\t\t\tvec2 pv = fract(uv - seed)-vec2(0.5);\n\t\t\tseed = rand2(seed);\n\t\t\tfloat angle = (seed.x * 2.0 - 1.0) * $rotate * 0.01745329251;\n\t\t\tfloat ca = cos(angle);\n\t\t\tfloat sa = sin(angle);\n\t\t\tpv = vec2(ca*pv.x+sa*pv.y, -sa*pv.x+ca*pv.y);\n\t\t\tpv *= (seed.y-0.5)*2.0*$scale+1.0;\n\t\t\tpv /= vec2($scale_x, $scale_y);\n\t\t\tpv += vec2(0.5);\n\t\t\tseed = rand2(seed);\n\t\t\tvec2 clamped_pv = clamp(pv, vec2(0.0), vec2(1.0));\n\t\t\tif (pv.x != clamped_pv.x || pv.y != clamped_pv.y) {\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\t$select_inputs\n\t\t\tfloat c1 = $in(pv)*mask*(1.0-$value*seed.x);\n\t\t\tc = max(c, c1);\n\t\t\trc = mix(rc, rc1, step(c, c1));\n\t\t}\n\t}\n\treturn vec4(rc, c);\n}\n", + "instance": "vec4 splatter_$(name)(vec2 uv, int count, vec2 seed) {\n\tfloat c = 0.0;\n\tvec3 rc = vec3(0.0);\n\tvec3 rc1;\n\tfor (int i = 0; i < count; ++i) {\n\t\tseed = rand2(seed);\n\t\trc1 = rand3(seed);\n\t\tfloat mask = $mask(fract(seed+vec2(0.5)));\n\t\tif (mask > 0.01) {\n\t\t\tvec2 pv = fract(uv - seed)-vec2(0.5);\n\t\t\tseed = rand2(seed);\n\t\t\tfloat angle = (seed.x * 2.0 - 1.0) * $rotate * 0.01745329251;\n\t\t\tfloat ca = cos(angle);\n\t\t\tfloat sa = sin(angle);\n\t\t\tpv = vec2(ca*pv.x+sa*pv.y, -sa*pv.x+ca*pv.y);\n\t\t\tpv *= (seed.y-0.5)*2.0*$scale+1.0;\n\t\t\tpv /= vec2($scale_x, $scale_y);\n\t\t\tpv += vec2(0.5);\n\t\t\tseed = rand2(seed);\n\t\t\tvec2 clamped_pv = clamp(pv, vec2(0.0), vec2(1.0));\n\t\t\tif (pv.x != clamped_pv.x || pv.y != clamped_pv.y) {\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\t$select_inputs\n\t\t\tfloat c1 = $in.variation(pv, $variations ? seed.x : 0.0)*mask*(1.0-$value*seed.x);\n\t\t\tc = max(c, c1);\n\t\t\trc = mix(rc, rc1, step(c, c1));\n\t\t}\n\t}\n\treturn vec4(rc, c);\n}\n", "longdesc": "Spreads several occurences of an input image randomly.", "name": "Splatter", "outputs": [ @@ -147,6 +147,14 @@ "shortdesc": "RndValue", "step": 0.01, "type": "float" + }, + { + "default": false, + "label": "Variations", + "longdesc": "Check to splat variations of the input", + "name": "variations", + "shortdesc": "Variations", + "type": "boolean" } ] }, diff --git a/addons/material_maker/nodes/splatter_color.mmg b/addons/material_maker/nodes/splatter_color.mmg index 9d3638ed..77525b32 100644 --- a/addons/material_maker/nodes/splatter_color.mmg +++ b/addons/material_maker/nodes/splatter_color.mmg @@ -36,7 +36,7 @@ "type": "f" } ], - "instance": "vec4 splatter_$(name)(vec2 uv, int count, vec2 seed) {\n\tvec4 c = vec4(0.0);\n\tfor (int i = 0; i < count; ++i) {\n\t\tseed = rand2(seed);\n\t\tfloat mask = $mask(fract(seed+vec2(0.5)));\n\t\tif (mask > 0.01) {\n\t\t\tvec2 pv = fract(uv - seed)-vec2(0.5);\n\t\t\tseed = rand2(seed);\n\t\t\tfloat angle = (seed.x * 2.0 - 1.0) * $rotate * 0.01745329251;\n\t\t\tfloat ca = cos(angle);\n\t\t\tfloat sa = sin(angle);\n\t\t\tpv = vec2(ca*pv.x+sa*pv.y, -sa*pv.x+ca*pv.y);\n\t\t\tpv *= (seed.y-0.5)*2.0*$scale+1.0;\n\t\t\tpv /= vec2($scale_x, $scale_y);\n\t\t\tpv += vec2(0.5);\n\t\t\tseed = rand2(seed);\n\t\t\tif (pv != clamp(pv, vec2(0.0), vec2(1.0))) {\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\t$select_inputs\n\t\t\tvec4 n = $in(pv);\n\t\t\tfloat na = n.a*mask*(1.0-$opacity*seed.x);\n\t\t\tfloat a = (1.0-c.a)*(1.0*na);\n\t\t\tc = mix(c, n, na);\n\t\t}\n\t}\n\treturn c;\n}\n", + "instance": "vec4 splatter_$(name)(vec2 uv, int count, vec2 seed) {\n\tvec4 c = vec4(0.0);\n\tfor (int i = 0; i < count; ++i) {\n\t\tseed = rand2(seed);\n\t\tfloat mask = $mask(fract(seed+vec2(0.5)));\n\t\tif (mask > 0.01) {\n\t\t\tvec2 pv = fract(uv - seed)-vec2(0.5);\n\t\t\tseed = rand2(seed);\n\t\t\tfloat angle = (seed.x * 2.0 - 1.0) * $rotate * 0.01745329251;\n\t\t\tfloat ca = cos(angle);\n\t\t\tfloat sa = sin(angle);\n\t\t\tpv = vec2(ca*pv.x+sa*pv.y, -sa*pv.x+ca*pv.y);\n\t\t\tpv *= (seed.y-0.5)*2.0*$scale+1.0;\n\t\t\tpv /= vec2($scale_x, $scale_y);\n\t\t\tpv += vec2(0.5);\n\t\t\tseed = rand2(seed);\n\t\t\tif (pv != clamp(pv, vec2(0.0), vec2(1.0))) {\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\t$select_inputs\n\t\t\tvec4 n = $in.variation(pv, $variations ? seed.x : 0.0);\n\t\t\tfloat na = n.a*mask*(1.0-$opacity*seed.x);\n\t\t\tfloat a = (1.0-c.a)*(1.0*na);\n\t\t\tc = mix(c, n, na);\n\t\t}\n\t}\n\treturn c;\n}\n", "longdesc": "Spreads several occurences of an input image randomly.", "name": "Color Splatter", "outputs": [ @@ -141,6 +141,14 @@ "shortdesc": "RndOpacity", "step": 0.01, "type": "float" + }, + { + "default": false, + "label": "Variations", + "longdesc": "Check to splat variations of the input", + "name": "variations", + "shortdesc": "Variations", + "type": "boolean" } ] }, diff --git a/addons/material_maker/nodes/tiler.mmg b/addons/material_maker/nodes/tiler.mmg index ef133e92..d734a604 100644 --- a/addons/material_maker/nodes/tiler.mmg +++ b/addons/material_maker/nodes/tiler.mmg @@ -40,7 +40,7 @@ "type": "f" } ], - "instance": "vec4 tiler_$(name)(vec2 uv, vec2 tile, int overlap, vec2 _seed) {\n\tfloat c = 0.0;\n\tvec3 rc = vec3(0.0);\n\tvec3 rc1;\n\tfor (int dx = -overlap; dx <= overlap; ++dx) {\n\t\tfor (int dy = -overlap; dy <= overlap; ++dy) {\n\t\t\tvec2 pos = fract((floor(uv*tile)+vec2(float(dx), float(dy))+vec2(0.5))/tile-vec2(0.5));\n\t\t\tvec2 seed = rand2(pos+_seed);\n\t\t\trc1 = rand3(seed);\n\t\t\tpos = fract(pos+vec2($fixed_offset/tile.x, 0.0)*floor(mod(pos.y*tile.y, 2.0))+$offset*seed/tile);\n\t\t\tfloat mask = $mask(fract(pos+vec2(0.5)));\n\t\t\tif (mask > 0.01) {\n\t\t\t\tvec2 pv = fract(uv - pos)-vec2(0.5);\n\t\t\t\tseed = rand2(seed);\n\t\t\t\tfloat angle = (seed.x * 2.0 - 1.0) * $rotate * 0.01745329251;\n\t\t\t\tfloat ca = cos(angle);\n\t\t\t\tfloat sa = sin(angle);\n\t\t\t\tpv = vec2(ca*pv.x+sa*pv.y, -sa*pv.x+ca*pv.y);\n\t\t\t\tpv *= (seed.y-0.5)*2.0*$scale+1.0;\n\t\t\t\tpv /= vec2($scale_x, $scale_y);\n\t\t\t\tpv += vec2(0.5);\n\t\t\t\tseed = rand2(seed);\n\t\t\t\tvec2 clamped_pv = clamp(pv, vec2(0.0), vec2(1.0));\n\t\t\t\tif (pv.x != clamped_pv.x || pv.y != clamped_pv.y) {\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t\t$select_inputs\n\t\t\t\tfloat c1 = $in(pv)*mask*(1.0-$value*seed.x);\n\t\t\t\tc = max(c, c1);\n\t\t\t\trc = mix(rc, rc1, step(c, c1));\n\t\t\t}\n\t\t}\n\t}\n\treturn vec4(rc, c);\n}", + "instance": "vec4 tiler_$(name)(vec2 uv, vec2 tile, int overlap, vec2 _seed) {\n\tfloat c = 0.0;\n\tvec3 rc = vec3(0.0);\n\tvec3 rc1;\n\tfor (int dx = -overlap; dx <= overlap; ++dx) {\n\t\tfor (int dy = -overlap; dy <= overlap; ++dy) {\n\t\t\tvec2 pos = fract((floor(uv*tile)+vec2(float(dx), float(dy))+vec2(0.5))/tile-vec2(0.5));\n\t\t\tvec2 seed = rand2(pos+_seed);\n\t\t\trc1 = rand3(seed);\n\t\t\tpos = fract(pos+vec2($fixed_offset/tile.x, 0.0)*floor(mod(pos.y*tile.y, 2.0))+$offset*seed/tile);\n\t\t\tfloat mask = $mask(fract(pos+vec2(0.5)));\n\t\t\tif (mask > 0.01) {\n\t\t\t\tvec2 pv = fract(uv - pos)-vec2(0.5);\n\t\t\t\tseed = rand2(seed);\n\t\t\t\tfloat angle = (seed.x * 2.0 - 1.0) * $rotate * 0.01745329251;\n\t\t\t\tfloat ca = cos(angle);\n\t\t\t\tfloat sa = sin(angle);\n\t\t\t\tpv = vec2(ca*pv.x+sa*pv.y, -sa*pv.x+ca*pv.y);\n\t\t\t\tpv *= (seed.y-0.5)*2.0*$scale+1.0;\n\t\t\t\tpv /= vec2($scale_x, $scale_y);\n\t\t\t\tpv += vec2(0.5);\n\t\t\t\tseed = rand2(seed);\n\t\t\t\tvec2 clamped_pv = clamp(pv, vec2(0.0), vec2(1.0));\n\t\t\t\tif (pv.x != clamped_pv.x || pv.y != clamped_pv.y) {\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t\t$select_inputs\n\t\t\t\tfloat c1 = $in.variation(pv, $variations ? seed.x : 0.0)*mask*(1.0-$value*seed.x);\n\t\t\t\tc = max(c, c1);\n\t\t\t\trc = mix(rc, rc1, step(c, c1));\n\t\t\t}\n\t\t}\n\t}\n\treturn vec4(rc, c);\n}", "longdesc": "Tiles several occurences of an input image while adding randomness.", "name": "Tiler", "outputs": [ @@ -197,6 +197,14 @@ "shortdesc": "RndValue", "step": 0.01, "type": "float" + }, + { + "default": false, + "label": "Variations", + "longdesc": "Check to tile variations of the input", + "name": "variations", + "shortdesc": "Variations", + "type": "boolean" } ], "shortdesc": "Tiler" diff --git a/addons/material_maker/nodes/tiler_advanced.mmg b/addons/material_maker/nodes/tiler_advanced.mmg index 3e05e7a1..0c4fef88 100644 --- a/addons/material_maker/nodes/tiler_advanced.mmg +++ b/addons/material_maker/nodes/tiler_advanced.mmg @@ -13,8 +13,11 @@ "translate_x": 0, "translate_y": 0, "tx": 4, - "ty": 4 + "ty": 4, + "variations": false }, + "seed": 0.488938, + "seed_locked": false, "shader_model": { "code": "vec4 $(name_uv)_rch = tiler_$(name)($uv, vec2($tx, $ty), int($overlap), float($seed));", "global": "", @@ -99,7 +102,7 @@ "type": "f" } ], - "instance": "vec4 tiler_$(name)(vec2 uv, vec2 tile, int overlap, float _seed) {\n\tfloat c = 0.0;\n\tvec2 map_uv = vec2(0.0);\n\tfor (int dx = -overlap; dx <= overlap; ++dx) {\n\t\tfor (int dy = -overlap; dy <= overlap; ++dy) {\n\t\t\tvec2 pos = fract((floor(uv*tile)+vec2(float(dx), float(dy))+vec2(0.5))/tile-vec2(0.5));\n\t\t\tfloat mask = $mask(fract(pos+vec2(0.5)));\n\t\t\tif (mask > 0.01) {\n\t\t\t\tvec2 pv = fract(uv - pos)-vec2(0.5);\n\t\t\t\tpos = fract(pos+vec2(0.5));\n\t\t\t\tpv -= vec2($translate_x*$tr_x(pos), $translate_y*$tr_y(pos))/tile;\n\t\t\t\tfloat angle = $r(pos) * $rotate * 0.01745329251;\n\t\t\t\tfloat ca = cos(angle);\n\t\t\t\tfloat sa = sin(angle);\n\t\t\t\tpv = vec2(ca*pv.x+sa*pv.y, -sa*pv.x+ca*pv.y);\n\t\t\t\tpv /= vec2($scale_x*$sc_x(pos), $scale_y*$sc_y(pos));\n\t\t\t\tpv += vec2(0.5);\n\t\t\t\tif (pv != clamp(pv, vec2(0.0), vec2(1.0))) {\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t\tvec2 seed = rand2(vec2(_seed)+pos);\n\t\t\t\t$select_inputs\n\t\t\t\tfloat c1 = $in(pv)*mask;\n\t\t\t\tc = max(c, c1);\n\t\t\t\tmap_uv = mix(map_uv, pos, step(c, c1));\n\t\t\t}\n\t\t}\n\t}\n\treturn vec4(map_uv, 0.0, c);\n}", + "instance": "vec4 tiler_$(name)(vec2 uv, vec2 tile, int overlap, float _seed) {\n\tfloat c = 0.0;\n\tvec2 map_uv = vec2(0.0);\n\tfor (int dx = -overlap; dx <= overlap; ++dx) {\n\t\tfor (int dy = -overlap; dy <= overlap; ++dy) {\n\t\t\tvec2 pos = fract((floor(uv*tile)+vec2(float(dx), float(dy))+vec2(0.5))/tile-vec2(0.5));\n\t\t\tfloat mask = $mask(fract(pos+vec2(0.5)));\n\t\t\tif (mask > 0.01) {\n\t\t\t\tvec2 pv = fract(uv - pos)-vec2(0.5);\n\t\t\t\tpos = fract(pos+vec2(0.5));\n\t\t\t\tpv -= vec2($translate_x*$tr_x(pos), $translate_y*$tr_y(pos))/tile;\n\t\t\t\tfloat angle = $r(pos) * $rotate * 0.01745329251;\n\t\t\t\tfloat ca = cos(angle);\n\t\t\t\tfloat sa = sin(angle);\n\t\t\t\tpv = vec2(ca*pv.x+sa*pv.y, -sa*pv.x+ca*pv.y);\n\t\t\t\tpv /= vec2($scale_x*$sc_x(pos), $scale_y*$sc_y(pos));\n\t\t\t\tpv += vec2(0.5);\n\t\t\t\tif (pv != clamp(pv, vec2(0.0), vec2(1.0))) {\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t\tvec2 seed = rand2(vec2(_seed)+pos);\n\t\t\t\t$select_inputs\n\t\t\t\tfloat c1 = $in.variation(pv, $variations ? seed.x : 0.0)*mask;\n\t\t\t\tc = max(c, c1);\n\t\t\t\tmap_uv = mix(map_uv, pos, step(c, c1));\n\t\t\t}\n\t\t}\n\t}\n\treturn vec4(map_uv, 0.0, c);\n}", "longdesc": "Tiles several occurences of an input image while adding randomness.", "name": "Advanced Tiler", "outputs": [ @@ -240,6 +243,14 @@ "shortdesc": "Scale.y", "step": 0.01, "type": "float" + }, + { + "default": false, + "label": "Variations", + "longdesc": "Check to tile variations of the input", + "name": "variations", + "shortdesc": "Variations", + "type": "boolean" } ], "shortdesc": "Tiler" diff --git a/addons/material_maker/nodes/tiler_advanced_color.mmg b/addons/material_maker/nodes/tiler_advanced_color.mmg index a9d4d0a6..4590f575 100644 --- a/addons/material_maker/nodes/tiler_advanced_color.mmg +++ b/addons/material_maker/nodes/tiler_advanced_color.mmg @@ -99,7 +99,7 @@ "type": "f" } ], - "instance": "vec4 tiler_$(name)(vec2 uv, vec2 tile, int overlap, float _seed, out vec2 outmapuv) {\n\t// $seed\n\tvec4 c = vec4(0.0);\n\toutmapuv = vec2(0.0);\n\tfor (int dx = -overlap; dx <= overlap; ++dx) {\n\t\tfor (int dy = -overlap; dy <= overlap; ++dy) {\n\t\t\tvec2 pos = fract((floor(uv*tile)+vec2(float(dx), float(dy))+vec2(0.5))/tile-vec2(0.5));\n\t\t\tfloat mask = $mask(fract(pos+vec2(0.5)));\n\t\t\tif (mask > 0.01) {\n\t\t\t\tvec2 pv = fract(uv - pos)-vec2(0.5);\n\t\t\t\tpos = fract(pos+vec2(0.5));\n\t\t\t\tpv -= vec2($translate_x*$tr_x(pos), $translate_y*$tr_y(pos))/tile;\n\t\t\t\tfloat angle = $r(pos) * $rotate * 0.01745329251;\n\t\t\t\tfloat ca = cos(angle);\n\t\t\t\tfloat sa = sin(angle);\n\t\t\t\tpv = vec2(ca*pv.x+sa*pv.y, -sa*pv.x+ca*pv.y);\n\t\t\t\tpv /= vec2($scale_x*$sc_x(pos), $scale_y*$sc_y(pos));\n\t\t\t\tpv += vec2(0.5);\n\t\t\t\tif (pv != clamp(pv, vec2(0.0), vec2(1.0))) {\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t\tvec2 seed = rand2(vec2(_seed)+pos);\n\t\t\t\t$select_inputs\n\t\t\t\tvec4 n = $in(pv);\n\t\t\t\tfloat na = n.a*mask;\n\t\t\t\toutmapuv = mix(outmapuv, pos, step(c.a, na));\n\t\t\t\tc = mix(c, n, na);\n\t\t\t}\n\t\t}\n\t}\n\treturn c;\n}\n", + "instance": "vec4 tiler_$(name)(vec2 uv, vec2 tile, int overlap, float _seed, out vec2 outmapuv) {\n\t// $seed\n\tvec4 c = vec4(0.0);\n\toutmapuv = vec2(0.0);\n\tfor (int dx = -overlap; dx <= overlap; ++dx) {\n\t\tfor (int dy = -overlap; dy <= overlap; ++dy) {\n\t\t\tvec2 pos = fract((floor(uv*tile)+vec2(float(dx), float(dy))+vec2(0.5))/tile-vec2(0.5));\n\t\t\tfloat mask = $mask(fract(pos+vec2(0.5)));\n\t\t\tif (mask > 0.01) {\n\t\t\t\tvec2 pv = fract(uv - pos)-vec2(0.5);\n\t\t\t\tpos = fract(pos+vec2(0.5));\n\t\t\t\tpv -= vec2($translate_x*$tr_x(pos), $translate_y*$tr_y(pos))/tile;\n\t\t\t\tfloat angle = $r(pos) * $rotate * 0.01745329251;\n\t\t\t\tfloat ca = cos(angle);\n\t\t\t\tfloat sa = sin(angle);\n\t\t\t\tpv = vec2(ca*pv.x+sa*pv.y, -sa*pv.x+ca*pv.y);\n\t\t\t\tpv /= vec2($scale_x*$sc_x(pos), $scale_y*$sc_y(pos));\n\t\t\t\tpv += vec2(0.5);\n\t\t\t\tif (pv != clamp(pv, vec2(0.0), vec2(1.0))) {\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t\tvec2 seed = rand2(vec2(_seed)+pos);\n\t\t\t\t$select_inputs\n\t\t\t\tvec4 n = $in.variation(pv, $variations ? seed.x : 0.0);\n\t\t\t\tfloat na = n.a*mask;\n\t\t\t\toutmapuv = mix(outmapuv, pos, step(c.a, na));\n\t\t\t\tc = mix(c, n, na);\n\t\t\t}\n\t\t}\n\t}\n\treturn c;\n}\n", "longdesc": "Tiles several occurences of an input image while adding randomness.", "name": "Advanced Tiler Color", "outputs": [ @@ -240,6 +240,14 @@ "shortdesc": "Scale.y", "step": 0.01, "type": "float" + }, + { + "default": false, + "label": "Variations", + "longdesc": "Check to tile variations of the input", + "name": "variations", + "shortdesc": "Variations", + "type": "boolean" } ], "shortdesc": "Tiler" diff --git a/addons/material_maker/nodes/tiler_color.mmg b/addons/material_maker/nodes/tiler_color.mmg index 69dd237c..bf73952a 100644 --- a/addons/material_maker/nodes/tiler_color.mmg +++ b/addons/material_maker/nodes/tiler_color.mmg @@ -40,7 +40,7 @@ "type": "f" } ], - "instance": "vec4 tiler_$(name)(vec2 uv, vec2 tile, int overlap, vec2 _seed, out vec3 random_color) {\n\tvec4 c = vec4(0.0);\n\tvec3 rc = vec3(0.0);\n\tvec3 rc1;\n\tfor (int dx = -overlap; dx <= overlap; ++dx) {\n\t\tfor (int dy = -overlap; dy <= overlap; ++dy) {\n\t\t\tvec2 pos = fract((floor(uv*tile)+vec2(float(dx), float(dy))+vec2(0.5))/tile-vec2(0.5));\n\t\t\tvec2 seed = rand2(pos+_seed);\n\t\t\trc1 = rand3(seed);\n\t\t\tpos = fract(pos+vec2($fixed_offset/tile.x, 0.0)*floor(mod(pos.y*tile.y, 2.0))+$offset*seed/tile);\n\t\t\tfloat mask = $mask(fract(pos+vec2(0.5)));\n\t\t\tif (mask > 0.01) {\n\t\t\t\tvec2 pv = fract(uv - pos)-vec2(0.5);\n\t\t\t\tseed = rand2(seed);\n\t\t\t\tfloat angle = (seed.x * 2.0 - 1.0) * $rotate * 0.01745329251;\n\t\t\t\tfloat ca = cos(angle);\n\t\t\t\tfloat sa = sin(angle);\n\t\t\t\tpv = vec2(ca*pv.x+sa*pv.y, -sa*pv.x+ca*pv.y);\n\t\t\t\tpv *= (seed.y-0.5)*2.0*$scale+1.0;\n\t\t\t\tpv /= vec2($scale_x, $scale_y);\n\t\t\t\tpv += vec2(0.5);\n\t\t\t\tpv = clamp(pv, vec2(0.0), vec2(1.0));\n\t\t\t\t$select_inputs\n\t\t\t\tvec4 n = $in(pv);\n\t\t\t\tseed = rand2(seed);\n\t\t\t\tfloat na = n.a*mask*(1.0-$opacity*seed.x);\n\t\t\t\tfloat a = (1.0-c.a)*(1.0*na);\n\t\t\t\tc = mix(c, n, na);\n\t\t\t\trc = mix(rc, rc1, n.a);\n\t\t\t}\n\t\t}\n\t}\n\trandom_color = rc;\n\treturn c;\n}\n", + "instance": "vec4 tiler_$(name)(vec2 uv, vec2 tile, int overlap, vec2 _seed, out vec3 random_color) {\n\tvec4 c = vec4(0.0);\n\tvec3 rc = vec3(0.0);\n\tvec3 rc1;\n\tfor (int dx = -overlap; dx <= overlap; ++dx) {\n\t\tfor (int dy = -overlap; dy <= overlap; ++dy) {\n\t\t\tvec2 pos = fract((floor(uv*tile)+vec2(float(dx), float(dy))+vec2(0.5))/tile-vec2(0.5));\n\t\t\tvec2 seed = rand2(pos+_seed);\n\t\t\trc1 = rand3(seed);\n\t\t\tpos = fract(pos+vec2($fixed_offset/tile.x, 0.0)*floor(mod(pos.y*tile.y, 2.0))+$offset*seed/tile);\n\t\t\tfloat mask = $mask(fract(pos+vec2(0.5)));\n\t\t\tif (mask > 0.01) {\n\t\t\t\tvec2 pv = fract(uv - pos)-vec2(0.5);\n\t\t\t\tseed = rand2(seed);\n\t\t\t\tfloat angle = (seed.x * 2.0 - 1.0) * $rotate * 0.01745329251;\n\t\t\t\tfloat ca = cos(angle);\n\t\t\t\tfloat sa = sin(angle);\n\t\t\t\tpv = vec2(ca*pv.x+sa*pv.y, -sa*pv.x+ca*pv.y);\n\t\t\t\tpv *= (seed.y-0.5)*2.0*$scale+1.0;\n\t\t\t\tpv /= vec2($scale_x, $scale_y);\n\t\t\t\tpv += vec2(0.5);\n\t\t\t\tpv = clamp(pv, vec2(0.0), vec2(1.0));\n\t\t\t\t$select_inputs\n\t\t\t\tvec4 n = $in.variation(pv, $variations ? seed.x : 0.0);\n\t\t\t\tseed = rand2(seed);\n\t\t\t\tfloat na = n.a*mask*(1.0-$opacity*seed.x);\n\t\t\t\tfloat a = (1.0-c.a)*(1.0*na);\n\t\t\t\tc = mix(c, n, na);\n\t\t\t\trc = mix(rc, rc1, n.a);\n\t\t\t}\n\t\t}\n\t}\n\trandom_color = rc;\n\treturn c;\n}\n", "longdesc": "Tiles several occurences of an input image while adding randomness.", "name": "Color Tiler", "outputs": [ @@ -197,6 +197,14 @@ "shortdesc": "RndOpacity", "step": 0.01, "type": "float" + }, + { + "default": false, + "label": "Variations", + "longdesc": "Check to tile variations of the input", + "name": "variations", + "shortdesc": "Variations", + "type": "boolean" } ], "shortdesc": "Color Tiler"