47 lines
1.3 KiB
GLSL
47 lines
1.3 KiB
GLSL
#include brush_common_decl
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// BEGIN_PATTERN
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float brush_function(vec2 uv) {
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return clamp(max(0.0, 1.0-length(2.0*(uv-vec2(0.5)))) / 0.5, 0.0, 1.0);
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}
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vec4 pattern_function(vec2 uv) {
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return vec4(fract(10.0*uv.x+length(uv-vec2(0.5))*10.0), 0.0, 0.0, 1.0);
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}
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// END_PATTERN
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float brush(vec2 uv) {
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return clamp(brush_opacity*brush_function(uv)/(1.0-brush_hardness), 0.0, 1.0);
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}
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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));
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}
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void fragment() {
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vec2 bs;
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vec2 bp;
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vec2 bpp;
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vec2 p;
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if (texture_space) {
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float min_size = min(rect_size.x, rect_size.y);
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bs = vec2(brush_size)/min_size;
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bp = brush_pos/min_size;
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bpp = brush_ppos/min_size;
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p = texture(view2tex_tex, UV).xy/bs;
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} else {
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bs = vec2(brush_size)/rect_size;
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bp = brush_pos/rect_size;
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bpp = brush_ppos/rect_size;
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p = UV/bs;
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}
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vec2 b = bp/bs;
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vec2 bv = (bpp-bp)/bs;
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float x = clamp(dot(p-b, bv)/dot(bv, bv), 0.0, 1.0);
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vec2 local_uv = p-(b+x*bv);
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float a = 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);
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}
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