2025-05-18 17:11:31 +00:00
										 
									 
								 
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								// #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
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											2025-01-08 18:46:17 +00:00
										 
									 
								 
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								const float DegreesToRadians = PI/180.0;
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											2024-07-25 05:40:31 +00:00
										 
									 
								 
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								float clamp01( float value )
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								{
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								  return clamp( value, 0.0, 1.0 );
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								}
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								vec4 clamp01_v4( vec4 value )
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								{
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								  value.r = clamp01( value.r );
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								  value.g = clamp01( value.g );
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								  value.b = clamp01( value.b );
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								  value.a = clamp01( value.a );
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								  return value;
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								}
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											2025-09-17 08:25:03 +00:00
										 
									 
								 
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								vec2 clamp01( vec2 value )
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								{
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								  return clamp( value, 0.0, 1.0 );
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								}
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								vec3 clamp01( vec3 value )
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								{
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								  return clamp( value, 0.0, 1.0 );
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								}
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								vec4 clamp01( vec4 value )
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								{
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								  return clamp( value, 0.0, 1.0 );
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								}
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											2024-07-25 05:40:31 +00:00
										 
									 
								 
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								float normalizeToRange( float value, float min, float max )
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								{
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								  return ( value - min ) / ( max - min );
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								}
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								float normalizeToRange01( float value, float min, float max )
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								{
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								  return clamp01( normalizeToRange( value, min, max ) );
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								}
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								float map( float value, float inMin, float inMax, float outMin, float outMax )
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								{
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								  return mix( outMin, outMax, normalizeToRange( value, inMin, inMax ) );
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								}
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											2025-01-03 12:09:23 +00:00
										 
									 
								 
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								vec2 map_v2( vec2 value, vec2 inMin, vec2 inMax, vec2 outMin, vec2 outMax )
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								{
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								  float x = map( value.x, inMin.x, inMax.x, outMin.x, outMax.x );
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								  float y = map( value.y, inMin.y, inMax.y, outMin.y, outMax.y ); 
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								  return vec2( x, y );
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								}
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											2024-07-25 05:40:31 +00:00
										 
									 
								 
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								float mapClamped( float value, float inMin, float inMax, float outMin, float outMax )
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								{
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								  return mix( outMin, outMax, normalizeToRange01( value, inMin, inMax ) );
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								}
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								float triangle( float value )
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								{
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								  float inverted = 1.0 - value;
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								  return min( value, inverted ) * 2.0;
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											2025-01-03 12:09:23 +00:00
										 
									 
								 
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								}
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								vec2 onCircle( float angle )
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								{
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								  return vec2( cos( angle ), sin( angle ) );
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											2025-05-07 12:18:01 +00:00
										 
									 
								 
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								}
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								float normalizeAngle( float degrees )
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								{
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								  while ( degrees < 0.0 )
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								  {
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								    degrees += 360.0;
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								  }
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								  return degrees;
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								}
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								float angleDelta( float degreesA, float degreesB )
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								{
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								  float angleDelta = degreesB - degreesA;
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								  angleDelta = mod( angleDelta + 180.0, 360.0 ) - 180.0;
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								  return angleDelta;
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											2025-05-21 20:44:28 +00:00
										 
									 
								 
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								}
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											2025-09-17 08:25:03 +00:00
										 
									 
								 
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								float snapRounded( float value, float snappingDistance )
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								{
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								  return round( value / snappingDistance ) * snappingDistance;
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								}
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								vec3 snapRounded( vec3 value, float snappingDistance )
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											2025-05-21 20:44:28 +00:00
										 
									 
								 
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								{
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								  return round( value / snappingDistance ) * snappingDistance;
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								}
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								float snapCeiled( float value, float snappingDistance )
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								{
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								  return ceil( value / snappingDistance ) * snappingDistance;
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								}
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								float snapFloored( float value, float snappingDistance )
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								{
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								  return floor( value / snappingDistance ) * snappingDistance;
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											2025-06-10 13:16:36 +00:00
										 
									 
								 
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								}
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								float rangeAmount( float x, vec3 range)
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								{
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								  float a0 = range.x;
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								  float a1 = range.y;
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								  float a2 = range.z;
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								  float range01 = smoothstep( a0, a1, x );
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								  float range02 = 1.0 - smoothstep( a1, a2, x );
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								  return mix( range01, range02, step( a1, x) );
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											2024-07-25 05:40:31 +00:00
										 
									 
								 
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								}
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