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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-07 01:43:35 +08:00
2024-09-29 23:42:44 +05:30

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#include "res://addons/ShaderLib_v2_2_4/Maths/Maths.gdshaderinc"
vec3 checker_board(vec2 uv, vec3 color_a, vec3 color_b, vec2 frequency) {
uv = (uv.xy + 0.5) * frequency;
vec4 derivatives = vec4(dFdx(uv), dFdy(uv));
vec2 duv_length = sqrt(vec2(dot(derivatives.xz, derivatives.xz), dot(derivatives.yw, derivatives.yw)));
float width = 1.0;
vec2 distance3 = 4.0 * abs(fract(uv + 0.25) - 0.5) - width;
vec2 scale = 0.35 / duv_length.xy;
float frequency_limiter = sqrt(clamp(1.1f - max(duv_length.x, duv_length.y), 0.0, 1.0));
vec2 vector_alpha = clamp(distance3 * scale.xy, -1.0, 1.0);
float alpha = clamp(0.5f + 0.5f * vector_alpha.x * vector_alpha.y * frequency_limiter, 0.0, 1.0);
return mix(color_b, color_a, alpha);
}
vec2 koch_fractal_direction(float angle) {
return vec2(sin(angle), cos(angle));
}
float koch_fractal(vec2 uv, float outline, int iteration, float shape_width, float shape_height, out vec2 koch_uv) {
float tiling = 3.0;
vec2 center = uv - vec2(.5);
shape_width = .85 * (shape_width / 1.);
shape_height = .85 * (shape_height / 1.);
center.x /= shape_width;
center.y /= shape_height;
center.x = abs(center.x);
center.y += tan(.833 * PI) * .5;
vec2 dir = koch_fractal_direction(.833 * PI);
float dist = dot(center - vec2(tiling / (2. * tiling), 0), dir);
center -= dir * max(0, dist) * 2.0;
dir = koch_fractal_direction(.6667 * PI);
float scale = 1.0;
center.x += .5;
for(int i = 0; i < iteration; i++){
center *= tiling;
scale *= tiling;
center.x -= .5 * tiling;
center.x = abs(center.x);
center.x -= .5;
center -= dir * min(0.0, dot(center, dir)) * 2.0;
}
dist = length(center - vec2(clamp(center.x, -1.0, 1.0), 0));
dist += step(outline / 100.0, dist / scale);
koch_uv = abs(center);
return 1.0 - dist;
}
vec2 gradient_modulo(vec2 divident, vec2 divisor) {
vec2 positive_divident = mod(divident, divisor) + divisor;
return mod(positive_divident, divisor);
}
vec2 gradient_random(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);
}
float gradient_noise(vec2 uv, float scale) {
uv = uv * float(scale);
vec2 period = vec2(30.0, 60.0);
vec2 cells_minimum = floor(uv);
vec2 cells_maximum = ceil(uv);
vec2 uv_fract = fract(uv);
cells_minimum = gradient_modulo(cells_minimum, period);
cells_maximum = gradient_modulo(cells_maximum, period);
vec2 blur = smoothstep(0.0, 1.0, uv_fract);
vec2 lowerLeftDirection = gradient_random(vec2(cells_minimum.x, cells_minimum.y));
vec2 lowerRightDirection = gradient_random(vec2(cells_maximum.x, cells_minimum.y));
vec2 upperLeftDirection = gradient_random(vec2(cells_minimum.x, cells_maximum.y));
vec2 upperRightDirection = gradient_random(vec2(cells_maximum.x, cells_maximum.y));
vec2 fraction = fract(uv);
float mix_one = mix(dot(lowerLeftDirection, fraction - vec2(0, 0)), dot(lowerRightDirection, fraction - vec2(1, 0)), blur.x);
float mix_two = mix(dot(upperLeftDirection, fraction - vec2(0, 1)), dot(upperRightDirection, fraction - vec2(1, 1)), blur.x);
return mix(mix_one, mix_two, blur.y) * 0.8 + 0.5;
}
float gyroid_noise(vec2 uv, float scale, vec2 ratio, float height, float thickness) {
scale *= 10.;
thickness = clamp(thickness, 0., 1.);
vec3 vector = vec3(uv, height);
vector *= scale;
return abs(dot(sin(vector * ratio.x), cos(vector.zxy * ratio.y))) - thickness;
}
float pseudo_random_noise(vec2 uv, float seed) {
return fract(sin(dot(uv.xy + seed, vec2(12.9898,78.233))) * 43758.5453123);
}
float simple_noise_random(vec2 point) {
return fract(sin(point.x * 100. + point.y * 654.125) * 55647.8745);
}
float value_noise(vec2 uv) {
vec2 grid_uv = fract(uv);
vec2 grid_id = floor(uv);
grid_uv = grid_uv * grid_uv * (3. - 2. * grid_uv);
float bottom_left = simple_noise_random(grid_id);
float bottom_right = simple_noise_random(grid_id + vec2(1, 0));
float bottom = mix(bottom_left, bottom_right, grid_uv.x);
float top_left = simple_noise_random(grid_id + vec2(0, 1));
float top_right = simple_noise_random(grid_id + vec2(1, 1));
float top = mix(top_left, top_right, grid_uv.x);
return mix(bottom, top, grid_uv.y);
}
float simple_noise(vec2 uv, float scale, int octaves) {
octaves = clamp(octaves, 1, 6);
float noise = value_noise(uv * scale);
float amplitude = 1.;
for(int i = 1; i < octaves; i++) {
scale *= 2.;
amplitude /= 2.;
noise += value_noise(uv * scale) * amplitude;
}
return noise / 2.;
}
vec2 voronoi_random_vector(vec2 p) {
mat2 matrix = mat2(vec2(15.27, 47.63), vec2(99.41, 89.98));
return fract(sin(p * matrix) * 46839.32);
}
float voronoi_noise_euclidean(vec2 uv, float cell_density, float angle_offset, out float cells){
vec2 grid_uv = fract(uv * cell_density);
vec2 grid_id = floor(uv * cell_density);
vec2 cell_id = vec2(0);
float min_dist = 100.;
for(float y = -1.; y <= 1.; y++) {
for(float x = -1.; x <= 1.; x++) {
vec2 offset = vec2(x, y);
vec2 n = voronoi_random_vector(grid_id + offset);
vec2 p = offset + vec2(sin(n.x + angle_offset) * .5 + .5, cos(n.y + angle_offset) * .5 + .5);
float d = min_dist;
d = distance(grid_uv, p);
if(d < min_dist) {
min_dist = d;
cell_id = voronoi_random_vector(grid_id + offset);
}
}
}
cells = cell_id.y;
return min_dist;
}
float voronoi_noise_manhattan(vec2 uv, float cell_density, float angle_offset, out float cells){
vec2 grid_uv = fract(uv * cell_density);
vec2 grid_id = floor(uv * cell_density);
vec2 cell_id = vec2(0);
float min_dist = 100.;
for(float y = -1.; y <= 1.; y++) {
for(float x = -1.; x <= 1.; x++) {
vec2 offset = vec2(x, y);
vec2 n = voronoi_random_vector(grid_id + offset);
vec2 p = offset + vec2(sin(n.x + angle_offset) * .5 + .5, cos(n.y + angle_offset) * .5 + .5);
float d = min_dist;
d = manhattan_distance_2d(grid_uv, p);
if(d < min_dist) {
min_dist = d;
cell_id = voronoi_random_vector(grid_id + offset);
}
}
}
cells = cell_id.y;
return min_dist;
}
float voronoi_noise_chebyshev(vec2 uv, float cell_density, float angle_offset, float chebyshev_power, out float cells){
vec2 grid_uv = fract(uv * cell_density);
vec2 grid_id = floor(uv * cell_density);
vec2 cell_id = vec2(0);
float min_dist = 100.;
for(float y = -1.; y <= 1.; y++) {
for(float x = -1.; x <= 1.; x++) {
vec2 offset = vec2(x, y);
vec2 n = voronoi_random_vector(grid_id + offset);
vec2 p = offset + vec2(sin(n.x + angle_offset) * .5 + .5, cos(n.y + angle_offset) * .5 + .5);
float d = min_dist;
d = chebyshev_distance_2d(grid_uv, p, chebyshev_power);
if(d < min_dist) {
min_dist = d;
cell_id = voronoi_random_vector(grid_id + offset);
}
}
}
cells = cell_id.y;
return min_dist;
}
float ellipse_shape(vec2 uv, float width, float height) {
float dist = length((uv * 2.0 - 1.0) / vec2(width, height));
return clamp((1.0 - dist) / fwidth(dist), 0.0, 1.0);
}
float polygon_shape(vec2 uv, int sides, float width, float height) {
float a_width = width * cos(PI / float(sides));
float a_height = height * cos(PI / float(sides));
uv = (uv * 2.0 - 1.0) / vec2(a_width, a_height);
uv.y *= -1.0;
float polar_coords = atan(uv.x, uv.y);
float radius = 2.0 * PI / float(sides);
float dist = cos(floor(0.5 + polar_coords / radius) * radius - polar_coords) * length(uv);
return clamp((1.0 - dist) / fwidth(dist), 0.0, 1.0);
}
float rectangle_shape(vec2 uv, float width, float height) {
vec2 dist = abs(uv * 2.0 - 1.0) - vec2(width, height);
dist = 1.0 - dist / fwidth(dist);
return clamp(min(dist.x, dist.y), 0.0, 1.0);
}
float rounded_polygon_shape(vec2 uv, float width, float height, float sides, float roundness){
uv = uv * 2.0 + vec2(-1.0);
roundness /= 10.0;
float epsilon = 1e-6;
uv.x = uv.x / ( width + ((width > -epsilon && width < epsilon) ? 1.0 : 0.0 * epsilon));
uv.y = uv.y / ( height + ((height > -epsilon && height < epsilon) ? 1.0 : 0.0 * epsilon));
roundness = clamp(roundness, 1e-6, 1.0);
float i_sides = floor( abs( sides ) );
float full_angle = 2.0 * PI / i_sides;
float half_angle = full_angle / 2.;
float diagonal = 1.0 / cos( half_angle );
float chamfer_angle = roundness * half_angle;
float remaining_angle = half_angle - chamfer_angle;
float ratio = tan(remaining_angle) / tan(half_angle);
vec2 chamfer_center = vec2(cos(half_angle) , sin(half_angle))* ratio * diagonal;
float dist_a = length(chamfer_center);
float dist_b = 1.0 - chamfer_center.x;
float uv_scale = diagonal;
uv *= uv_scale;
vec2 polar_uv = vec2(atan(uv.y, uv.x), length(uv));
polar_uv.x += PI / 2.0 + TAU;
polar_uv.x = mod(polar_uv.x + half_angle, full_angle );
polar_uv.x = abs(polar_uv.x - half_angle);
uv = vec2(cos(polar_uv.x), sin(polar_uv.x)) * polar_uv.y;
float angle_ratio = 1.0 - (polar_uv.x- remaining_angle) / chamfer_angle;
float dist_c = sqrt(dist_a * dist_a + dist_b * dist_b - 2.0 * dist_a * dist_b * cos(PI - half_angle * angle_ratio));
float output = uv.x;
float chamfer_zone = (half_angle - polar_uv.x) < chamfer_angle ? 1.0 : 0.0;
output = mix(uv.x, polar_uv.y / dist_c, chamfer_zone);
output = clamp((1.0 - output) / fwidth(output), 0.0, 1.0);
return output;
}
float rounded_rectangle_shape(vec2 uv, float width, float height, float radius){
radius /= 10.0;
radius = max(min(min(abs(radius * 2.0), abs(width)), abs(height)), 1e-5);
uv = abs(uv * 2.0 - 1.0) - vec2(width, height) + radius;
float dist = length(max(vec2(0.0), uv)) / radius;
return clamp((1.0 - dist) / fwidth(dist), 0.0, 1.0);
}
vec3 heigth_to_normal(sampler2D height_map, vec2 uv, float bump_strength) {
float pixel_width = .002;
float height = texture(height_map, uv).r;
float r = height - texture(height_map, uv + vec2(pixel_width, 0)).r;
float l = height - texture(height_map, uv - vec2(pixel_width, 0)).r;
float u = height - texture(height_map, uv + vec2(0, pixel_width)).r;
float d = height - texture(height_map, uv - vec2(0, pixel_width)).r;
float h = (r - l) / pixel_width;
float v = (u - d) / pixel_width;
vec3 n = vec3(h, v, 1.);
n.x = n.x * (pixel_width * bump_strength * .5) + .5;
n.y = n.y * (pixel_width * bump_strength * .5) + .5;
return normalize(n);
}