// #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Noise.gdshaderinc" #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc" float random( vec2 uv ) { return fract( sin( dot( uv.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453123 ); } vec2 random_v2( vec2 uv ) { uv = vec2 ( dot(uv, vec2( 127.1,311.7 ) ), dot(uv, vec2( 269.5,183.3 ) ) ); return -1.0 + 2.0 * fract( sin( uv ) * 43758.5453123 ); } vec3 random_v3( vec3 uvw ) { uvw = vec3( dot(uvw, vec3(127.1,311.7, 513.7) ), dot(uvw, vec3(269.5,183.3, 396.5) ), dot(uvw, vec3(421.3,314.1, 119.7) ) ); return -1.0 + 2.0 * fract(sin(uvw) * 43758.5453123); } // float perlin( vec2 uv ) // { // vec2 uv_index = floor(uv); // vec2 uv_fract = fract(uv); // vec2 blur = smoothstep(0.0, 1.0, uv_fract); // return mix( mix( dot( random_v2(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ), // dot( random_v2(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), blur.x), // mix( dot( random_v2(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ), // dot( random_v2(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) + 0.5; // } float perlin(vec2 uv) { vec2 uv_index = floor(uv); vec2 uv_fract = fract(uv); vec2 blur = smoothstep(0.0, 1.0, uv_fract); return mix( mix( dot( random_v2(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ), dot( random_v2(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), blur.x), mix( dot( random_v2(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ), dot( random_v2(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) + 0.5; } float perlinOctaves( vec2 uv, int octaves, float scale, float gain ) { float s = 1.0; float g = 1.0; float v = perlin( uv * s ) * g; float n = 1.0; for ( int i = 0; i < octaves; i++ ) { s *= scale; g *= gain; v += perlin( uv * s ) * g; n += g; } return v / n; } vec2 seamLessCoordinate( vec2 uv, vec2 seamRange, vec2 seamFade, vec2 type ) { return mod( uv - seamFade * type, seamRange ); } float perlinOctavesSeamless( vec2 uv, int octaves, float scale, float gain, vec2 seamRange, vec2 seamFade ) { // uv = mod( uv , seamRange ); seamFade *= seamRange; vec2 fading = mod( uv, seamRange ) ; fading.x = normalizeToRange01( fading.x, seamRange.x - seamFade.x, seamRange.x ); fading.y = normalizeToRange01( fading.y, seamRange.y - seamFade.y, seamRange.y ); // 0, seamRange - seamFade, seamRange // vec2 p00 = seamLessCoordinate( uv, seamRange, seamFade, vec2( 0.0, 0.0 ) ); vec2 p10 = seamLessCoordinate( uv, seamRange, seamFade, vec2( 1.0, 0.0 ) ); vec2 p01 = seamLessCoordinate( uv, seamRange, seamFade, vec2( 0.0, 1.0 ) ); vec2 p11 = seamLessCoordinate( uv, seamRange, seamFade, vec2( 1.0, 1.0 ) ); float n00 = perlinOctaves( p00, octaves, scale, gain ); float n10 = perlinOctaves( p10, octaves, scale, gain ); float n01 = perlinOctaves( p01, octaves, scale, gain ); float n11 = perlinOctaves( p11, octaves, scale, gain ); float n0 = mix( n00, n10, fading.x ); float n1 = mix( n01, n11, fading.x ); return mix( n0, n1, fading.y ); } float perlin3D( vec3 uvw ) { vec3 gridIndex = floor( uvw ); vec3 gridFract = fract( uvw ); vec3 blur = smoothstep( 0.0, 1.0, gridFract ); vec3 blb = gridIndex + vec3(0.0, 0.0, 0.0); vec3 brb = gridIndex + vec3(1.0, 0.0, 0.0); vec3 tlb = gridIndex + vec3(0.0, 1.0, 0.0); vec3 trb = gridIndex + vec3(1.0, 1.0, 0.0); vec3 blf = gridIndex + vec3(0.0, 0.0, 1.0); vec3 brf = gridIndex + vec3(1.0, 0.0, 1.0); vec3 tlf = gridIndex + vec3(0.0, 1.0, 1.0); vec3 trf = gridIndex + vec3(1.0, 1.0, 1.0); vec3 gradBLB = random_v3( blb ); vec3 gradBRB = random_v3( brb ); vec3 gradTLB = random_v3( tlb ); vec3 gradTRB = random_v3( trb ); vec3 gradBLF = random_v3( blf ); vec3 gradBRF = random_v3( brf ); vec3 gradTLF = random_v3( tlf ); vec3 gradTRF = random_v3( trf ); vec3 distToPixelFromBLB = gridFract - vec3( 0.0, 0.0, 0.0 ); vec3 distToPixelFromBRB = gridFract - vec3( 1.0, 0.0, 0.0 ); vec3 distToPixelFromTLB = gridFract - vec3( 0.0, 1.0, 0.0 ); vec3 distToPixelFromTRB = gridFract - vec3( 1.0, 1.0, 0.0 ); vec3 distToPixelFromBLF = gridFract - vec3( 0.0, 0.0, 1.0 ); vec3 distToPixelFromBRF = gridFract - vec3( 1.0, 0.0, 1.0 ); vec3 distToPixelFromTLF = gridFract - vec3( 0.0, 1.0, 1.0 ); vec3 distToPixelFromTRF = gridFract - vec3( 1.0, 1.0, 1.0 ); float dotBLB = dot( gradBLB, distToPixelFromBLB ); float dotBRB = dot( gradBRB, distToPixelFromBRB ); float dotTLB = dot( gradTLB, distToPixelFromTLB ); float dotTRB = dot( gradTRB, distToPixelFromTRB ); float dotBLF = dot( gradBLF, distToPixelFromBLF ); float dotBRF = dot( gradBRF, distToPixelFromBRF ); float dotTLF = dot( gradTLF, distToPixelFromTLF ); float dotTRF = dot( gradTRF, distToPixelFromTRF ); return mix( mix( mix(dotBLB, dotBRB, blur.x), mix(dotTLB, dotTRB, blur.x), blur.y ), mix( mix(dotBLF, dotBRF, blur.x), mix(dotTLF, dotTRF, blur.x), blur.y ), blur.z ) + 0.5; } float perlinPolar( vec2 uv ) { return perlin( uv ) * 2.0 - 1.0; } float worley( vec2 uv, float columns, float rows ) { vec2 index_uv = floor( vec2( uv.x * columns, uv.y * rows ) ); vec2 fract_uv = fract( vec2( uv.x * columns, uv.y * rows ) ); float minimum_dist = 1.0; for ( int y= -1; y <= 1; y++ ) { for ( int x= -1; x <= 1; x++ ) { vec2 neighbor = vec2( float( x ), float( y ) ); vec2 point = random_v2( index_uv + neighbor ); vec2 diff = neighbor + point - fract_uv; float dist = length (diff ); minimum_dist = min( minimum_dist, dist ); } } return minimum_dist; } vec2 voronoi( vec2 uv, float columns, float rows ) { vec2 index_uv = floor( vec2( uv.x * columns, uv.y * rows ) ); vec2 fract_uv = fract( vec2( uv.x * columns, uv.y * rows ) ); float minimum_dist = 1.0; vec2 minimum_point; for ( int y= -1; y <= 1; y++ ) { for ( int x= -1; x <= 1; x++ ) { vec2 neighbor = vec2( float( x ), float( y ) ); vec2 point = random_v2( index_uv + neighbor ); vec2 diff = neighbor + point - fract_uv; float dist = length( diff ); if ( dist < minimum_dist ) { minimum_dist = dist; minimum_point = point; } } } return minimum_point; }