{ "name": "splatter", "node_position": { "x": 0, "y": 0 }, "parameters": { "count": 25, "rotate": 0, "scale": 0, "select_inputs": 0, "value": 0 }, "shader_model": { "code": "vec4 $(name_uv)_rch = splatter_$(name)($uv, int($count), vec2(float($seed)));", "global": "", "inputs": [ { "default": "0.0", "function": true, "label": "", "name": "in", "type": "f" }, { "default": "1.0", "function": true, "label": "", "name": "mask", "type": "f" } ], "instance": "vec4 splatter_$(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(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(0.5);\n\t\t\t$select_inputs\n\t\t\tseed = rand2(seed);\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", "name": "Splatter", "outputs": [ { "f": "$(name_uv)_rch.a", "type": "f" }, { "rgb": "$(name_uv)_rch.rgb", "type": "rgb" } ], "parameters": [ { "control": "None", "default": 10, "label": "Count", "max": 100, "min": 1, "name": "count", "step": 1, "type": "float" }, { "default": 0, "label": "Inputs", "name": "select_inputs", "type": "enum", "values": [ { "name": "1", "value": " " }, { "name": "4", "value": "pv = clamp(0.5*(pv+floor(rand2(seed)*2.0)), vec2(0.0), vec2(1.0));" }, { "name": "16", "value": "pv = clamp(0.25*(pv+floor(rand2(seed)*4.0)), vec2(0.0), vec2(1.0));" } ] }, { "control": "None", "default": 0, "label": "Rotate", "max": 180, "min": 0, "name": "rotate", "step": 0.1, "type": "float" }, { "control": "None", "default": 0, "label": "Scale", "max": 1, "min": 0, "name": "scale", "step": 0.01, "type": "float" }, { "control": "None", "default": 0.5, "label": "Value", "max": 1, "min": 0, "name": "value", "step": 0.01, "type": "float" } ] }, "type": "shader" }