- New RM Cloud node.

This commit is contained in:
Tanasart 2024-07-31 17:24:42 +07:00
parent d1d810d763
commit 363a1dec53
14 changed files with 659 additions and 38 deletions

View file

@ -1053,6 +1053,7 @@
{"name":"node_rigid_variable","order":11,"path":"scripts/node_rigid_variable/node_rigid_variable.yy",},
{"name":"node_rigid_wall","order":12,"path":"scripts/node_rigid_wall/node_rigid_wall.yy",},
{"name":"node_rim","order":22,"path":"scripts/node_rim/node_rim.yy",},
{"name":"node_rm_cloud","order":7,"path":"scripts/node_rm_cloud/node_rm_cloud.yy",},
{"name":"node_rm_combine","order":3,"path":"scripts/node_rm_combine/node_rm_combine.yy",},
{"name":"node_rm_primitive","order":1,"path":"scripts/node_rm_primitive/node_rm_primitive.yy",},
{"name":"node_rm_render","order":6,"path":"scripts/node_rm_render/node_rm_render.yy",},
@ -1597,6 +1598,7 @@
{"name":"sh_remove_black","order":17,"path":"shaders/sh_remove_black/sh_remove_black.yy",},
{"name":"sh_replace_color","order":4,"path":"shaders/sh_replace_color/sh_replace_color.yy",},
{"name":"sh_rim","order":39,"path":"shaders/sh_rim/sh_rim.yy",},
{"name":"sh_rm_cloud","order":2,"path":"shaders/sh_rm_cloud/sh_rm_cloud.yy",},
{"name":"sh_rm_terrain","order":1,"path":"shaders/sh_rm_terrain/sh_rm_terrain.yy",},
{"name":"sh_rsh_erode","order":2,"path":"shaders/sh_rsh_erode/sh_rsh_erode.yy",},
{"name":"sh_rsh_rotate","order":1,"path":"shaders/sh_rsh_rotate/sh_rsh_rotate.yy",},
@ -2329,6 +2331,7 @@
{"name":"s_node_rigidSim_render_output","order":10,"path":"sprites/s_node_rigidSim_render_output/s_node_rigidSim_render_output.yy",},
{"name":"s_node_rigidSim_renderer","order":1,"path":"sprites/s_node_rigidSim_renderer/s_node_rigidSim_renderer.yy",},
{"name":"s_node_rigidSim_wall","order":11,"path":"sprites/s_node_rigidSim_wall/s_node_rigidSim_wall.yy",},
{"name":"s_node_RM_Cloud","order":33,"path":"sprites/s_node_RM_Cloud/s_node_RM_Cloud.yy",},
{"name":"s_node_rm_combine","order":26,"path":"sprites/s_node_rm_combine/s_node_rm_combine.yy",},
{"name":"s_node_rm_primitive","order":27,"path":"sprites/s_node_rm_primitive/s_node_rm_primitive.yy",},
{"name":"s_node_rm_render","order":29,"path":"sprites/s_node_rm_render/s_node_rm_render.yy",},

View file

@ -1631,6 +1631,7 @@
{"id":{"name":"node_rigid_variable","path":"scripts/node_rigid_variable/node_rigid_variable.yy",},},
{"id":{"name":"node_rigid_wall","path":"scripts/node_rigid_wall/node_rigid_wall.yy",},},
{"id":{"name":"node_rim","path":"scripts/node_rim/node_rim.yy",},},
{"id":{"name":"node_rm_cloud","path":"scripts/node_rm_cloud/node_rm_cloud.yy",},},
{"id":{"name":"node_rm_combine","path":"scripts/node_rm_combine/node_rm_combine.yy",},},
{"id":{"name":"node_rm_primitive","path":"scripts/node_rm_primitive/node_rm_primitive.yy",},},
{"id":{"name":"node_rm_render","path":"scripts/node_rm_render/node_rm_render.yy",},},
@ -2266,6 +2267,7 @@
{"id":{"name":"sh_remove_black","path":"shaders/sh_remove_black/sh_remove_black.yy",},},
{"id":{"name":"sh_replace_color","path":"shaders/sh_replace_color/sh_replace_color.yy",},},
{"id":{"name":"sh_rim","path":"shaders/sh_rim/sh_rim.yy",},},
{"id":{"name":"sh_rm_cloud","path":"shaders/sh_rm_cloud/sh_rm_cloud.yy",},},
{"id":{"name":"sh_rm_primitive","path":"shaders/sh_rm_primitive/sh_rm_primitive.yy",},},
{"id":{"name":"sh_rm_terrain","path":"shaders/sh_rm_terrain/sh_rm_terrain.yy",},},
{"id":{"name":"sh_rsh_corner","path":"shaders/sh_rsh_corner/sh_rsh_corner.yy",},},
@ -3051,6 +3053,7 @@
{"id":{"name":"s_node_rigidSim_renderer","path":"sprites/s_node_rigidSim_renderer/s_node_rigidSim_renderer.yy",},},
{"id":{"name":"s_node_rigidSim_wall","path":"sprites/s_node_rigidSim_wall/s_node_rigidSim_wall.yy",},},
{"id":{"name":"s_node_rigidSim","path":"sprites/s_node_rigidSim/s_node_rigidSim.yy",},},
{"id":{"name":"s_node_RM_Cloud","path":"sprites/s_node_RM_Cloud/s_node_RM_Cloud.yy",},},
{"id":{"name":"s_node_rm_combine","path":"sprites/s_node_rm_combine/s_node_rm_combine.yy",},},
{"id":{"name":"s_node_rm_primitive","path":"sprites/s_node_rm_primitive/s_node_rm_primitive.yy",},},
{"id":{"name":"s_node_rm_render","path":"sprites/s_node_rm_render/s_node_rm_render.yy",},},

View file

@ -8,6 +8,150 @@ function Node_MK_Sparkle(_x, _y, _group = noone) : Node_Processor(_x, _y, _group
inputs[| 0] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 5);
inputs[| 1] = nodeValueSeed(self, VALUE_TYPE.float);
inputs[| 2] = nodeValue("Speed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider)
inputs[| 3] = nodeValue("Shade", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 4] = nodeValue("Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider)
inputs[| 5] = nodeValue("Scatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider)
inputs[| 6] = nodeValue("Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, [ cola(c_black), cola(c_white) ])
.setDisplay(VALUE_DISPLAY.palette)
inputs[| 7] = nodeValue("Additive", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false)
inputs[| 8] = nodeValue("Diagonal", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
.setDisplay(VALUE_DISPLAY.slider)
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ new Inspector_Sprite(s_MKFX), 1,
["Surfaces", false], 0,
["Sparkle", false], 2, 4, 5, 8,
["Render", false, 3], 6, 7,
]
temp_surface = array_create(3);
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _seed = _data[1];
var _size = _data[0];
var _sped = _data[2];
var _amou = _data[4];
var _scat = _data[5];
var _diag = _data[8];
var _shad = _data[3];
var _palt = _data[6];
var _badd = _data[7];
_outSurf = surface_verify(_outSurf, _size, _size);
random_set_seed(_seed);
var st_sz = ceil( _size / 2);
var st_ps = floor(_size / 2);
temp_surface[0] = surface_verify(temp_surface[0], st_sz, st_sz);
temp_surface[1] = surface_verify(temp_surface[1], _size, _size);
temp_surface[2] = surface_verify(temp_surface[2], _size, _size);
var f = CURRENT_FRAME * _sped;
surface_set_target(temp_surface[0]);
DRAW_CLEAR
var _amo = 3 + irandom(st_ps * _amou);
var _ind = 0;
var _sct = lerp(25, 1, power(_scat, 0.1));
var _pal_sz = array_length(_palt);
draw_set_color(c_white);
if(_badd) BLEND_ADD
repeat(_amo) {
if(_shad) {
var _in = _ind / (_amo - 1);
draw_set_color(_palt[(_pal_sz - 1) * _in]);
}
_ind++;
var dy = power(random(1), _sct) * (st_ps / 2);
var dx = power(random(1), _sct) * (st_ps / 2);
var sx = irandom_range(1, st_ps / 4);
var sl = irandom_range(1, st_ps / 4) * -1;
var ll = irandom_range(1, st_ps / 2);
var len = max(0, ll + f * sl);
var diam = random(1) < _diag * 0.2;
var diag = random(1) < _diag;
if(len <= 0) continue;
if(diam) {
var lx = -1 + dx - f * sx;
var ly = st_sz - 1 - dy - f * sx;
draw_line(lx, ly, lx - len, ly - len);
} else if(diag) {
var lx = -1 + dx + f * sx;
var ly = st_sz - 1 - dy - f * sx;
draw_line(lx, ly, lx + len, ly - len);
} else {
var ly = st_sz - 1 - dy;
var lx0 = -1 + f * sx + dx;
var lx1 = lx0 + len;
draw_line(lx0, ly, lx1, ly);
}
}
surface_reset_target();
BLEND_NORMAL
surface_set_target(temp_surface[1]);
DRAW_CLEAR
draw_surface_ext(temp_surface[0], st_ps, 0, 1, 1, 0, c_white, 1);
draw_surface_ext(temp_surface[0], st_sz, 0, -1, 1, 0, c_white, 1);
surface_reset_target();
surface_set_target(temp_surface[2]);
DRAW_CLEAR
draw_surface_ext(temp_surface[1], 0, 0, 1, 1, 0, c_white, 1);
draw_surface_ext(temp_surface[1], 0, _size, 1, -1, 0, c_white, 1);
surface_reset_target();
surface_set_target(_outSurf);
DRAW_CLEAR
draw_surface_ext(temp_surface[2], 0, 0, 1, 1, 0, c_white, 1);
draw_surface_ext(temp_surface[2], 0, _size, 1, 1, 90, c_white, 1);
surface_reset_target();
return _outSurf;
}
}
/* Old sparkle, dunno why but I don't want to remove it yet
function __Node_MK_Sparkle(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "MK Sparkle";
dimension_index = -1;
update_on_frame = true;
inputs[| 0] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 5);
inputs[| 1] = nodeValue("Sparkle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [
[ MKSPARK_DIRR.main, 0, 0, 2, 1, 0, 0 ],
[ MKSPARK_DIRR.main, 0, -1, 1, 1, 0, 0 ],
@ -32,7 +176,7 @@ function Node_MK_Sparkle(_x, _y, _group = noone) : Node_Processor(_x, _y, _group
editor_timer_mx = 0;
editor_timer_sx = 0;
sparkleEditor = new Inspector_Custom_Renderer(function(_x, _y, _w, _m, _hover, _focus) { #region
sparkleEditor = new Inspector_Custom_Renderer(function(_x, _y, _w, _m, _hover, _focus) {
var _size = inputs[| 0].getValue();
var _sprk = inputs[| 1].getValue();
@ -208,7 +352,7 @@ function Node_MK_Sparkle(_x, _y, _group = noone) : Node_Processor(_x, _y, _group
}
return _h;
}); #endregion
});
input_display_list = [ new Inspector_Sprite(s_MKFX),
["Sparkle", false], 0, 2, 3,
@ -265,6 +409,7 @@ function Node_MK_Sparkle(_x, _y, _group = noone) : Node_Processor(_x, _y, _group
if(lng == 0) draw_point(_lx, _ly);
else draw_line(_lx, _ly, _lx + lng, _ly);
} else if(dr == MKSPARK_DIRR.diag) {
var _l0 = _c - 1 + sp * ff;
var _l1 = _l0 + lng;

View file

@ -700,6 +700,7 @@ function __initNodes() {
addNodeObject(d3d, "RM Terrain", s_node_rm_terrain, "Node_RM_Terrain", [1, Node_RM_Terrain], ["ray marching"]).setVersion(11720);
addNodeObject(d3d, "RM Combine", s_node_rm_combine, "Node_RM_Combine", [1, Node_RM_Combine], ["ray marching", "rm boolean"]).setVersion(11740);
addNodeObject(d3d, "RM Render", s_node_rm_render, "Node_RM_Render", [1, Node_RM_Render], ["ray marching"]).setVersion(11740);
addNodeObject(d3d, "RM Cloud", s_node_RM_Cloud, "Node_RM_Cloud", [1, Node_RM_Cloud],, "Generate distance field cloud.").patreonExtra();
#endregion
@ -778,19 +779,19 @@ function __initNodes() {
addNodeObject(generator, "Flood Fill", s_node_flood_fill, "Node_Flood_Fill", [1, Node_Flood_Fill],, "Filled connected pixel given position and color.").setVersion(1133);
ds_list_add(generator, "MK Effects");
addNodeObject(generator, "MK Rain", s_node_mk_rain, "Node_MK_Rain", [1, Node_MK_Rain],, "Generate deterministic rain.").setVersion(11600);
addNodeObject(generator, "MK GridBalls", s_node_mk_ball_grid, "Node_MK_GridBalls", [1, Node_MK_GridBalls],, "Generate controllable grid of spheres.").setVersion(11600);
addNodeObject(generator, "MK GridFlip", s_node_mk_flip_grid, "Node_MK_GridFlip", [1, Node_MK_GridFlip],, "Generate controllable grid of planes.").setVersion(11600);
addNodeObject(generator, "MK Saber", s_node_mk_saber, "Node_MK_Saber", [1, Node_MK_Saber],, "Generate glowing saber from 2 points.").setVersion(11600);
addNodeObject(generator, "MK Tile", s_node_mk_tile, "Node_MK_Tile", [1, Node_MK_Tile],, "Generate game engines-ready tileset.").setVersion(11600);
addNodeObject(generator, "MK Flag", s_node_mk_flag, "Node_MK_Flag", [1, Node_MK_Flag],, "Generate waving flag.").setVersion(11600);
addNodeObject(generator, "MK Brownian", s_node_mk_brownian, "Node_MK_Brownian", [1, Node_MK_Brownian],, "Generate random particle.").setVersion(11630);
addNodeObject(generator, "MK Fall", s_node_mk_fall, "Node_MK_Fall", [1, Node_MK_Fall], ["Leaf", "Leaves"], "Generate leaves falling effects.").setVersion(11630);
addNodeObject(generator, "MK Blinker", s_node_mk_blinker, "Node_MK_Blinker", [1, Node_MK_Blinker],, "Flicker regions of the selected colors randomly.").setVersion(11630);
addNodeObject(generator, "MK Lens Flare", s_node_mk_flare, "Node_MK_Flare", [1, Node_MK_Flare],, "Generate lens flare.").setVersion(11630);
addNodeObject(generator, "MK Delay Machine", s_node_mk_delay_machine, "Node_MK_Delay_Machine", [1, Node_MK_Delay_Machine],, "Combines multiple frames of animation into one.").setVersion(11680);
addNodeObject(generator, "MK Fracture", s_node_mk_fracture, "Node_MK_Fracture", [1, Node_MK_Fracture],, "Deterministically fracture and image and apply basic physics.").patreonExtra();
//addNodeObject(generator, "MK Sparkle", s_node_mk_sparkle, "Node_MK_Sparkle", [1, Node_MK_Sparkle]).patreonExtra();
addNodeObject(generator, "MK Rain", s_node_mk_rain, "Node_MK_Rain", [1, Node_MK_Rain],, "Generate deterministic rain.").setVersion(11600);
addNodeObject(generator, "MK GridBalls", s_node_mk_ball_grid, "Node_MK_GridBalls", [1, Node_MK_GridBalls],, "Generate controllable grid of spheres.").setVersion(11600);
addNodeObject(generator, "MK GridFlip", s_node_mk_flip_grid, "Node_MK_GridFlip", [1, Node_MK_GridFlip],, "Generate controllable grid of planes.").setVersion(11600);
addNodeObject(generator, "MK Saber", s_node_mk_saber, "Node_MK_Saber", [1, Node_MK_Saber],, "Generate glowing saber from 2 points.").setVersion(11600);
addNodeObject(generator, "MK Tile", s_node_mk_tile, "Node_MK_Tile", [1, Node_MK_Tile],, "Generate game engines-ready tileset.").setVersion(11600);
addNodeObject(generator, "MK Flag", s_node_mk_flag, "Node_MK_Flag", [1, Node_MK_Flag],, "Generate waving flag.").setVersion(11600);
addNodeObject(generator, "MK Brownian", s_node_mk_brownian, "Node_MK_Brownian", [1, Node_MK_Brownian],, "Generate random particle.").setVersion(11630);
addNodeObject(generator, "MK Fall", s_node_mk_fall, "Node_MK_Fall", [1, Node_MK_Fall], ["Leaf", "Leaves"], "Generate leaves falling effects.").setVersion(11630);
addNodeObject(generator, "MK Blinker", s_node_mk_blinker, "Node_MK_Blinker", [1, Node_MK_Blinker],, "Flicker regions of the selected colors randomly.").setVersion(11630);
addNodeObject(generator, "MK Lens Flare", s_node_mk_flare, "Node_MK_Flare", [1, Node_MK_Flare],, "Generate lens flare.").setVersion(11630);
addNodeObject(generator, "MK Delay Machine", s_node_mk_delay_machine, "Node_MK_Delay_Machine", [1, Node_MK_Delay_Machine],, "Combines multiple frames of animation into one.").setVersion(11680);
addNodeObject(generator, "MK Fracture", s_node_mk_fracture, "Node_MK_Fracture", [1, Node_MK_Fracture],, "Deterministically fracture and image and apply basic physics.").patreonExtra();
addNodeObject(generator, "MK Sparkle", s_node_mk_sparkle, "Node_MK_Sparkle", [1, Node_MK_Sparkle],, "Generate random star animation.").patreonExtra();
#endregion
var compose = ds_list_create(); #region //compose

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@ -0,0 +1,12 @@
{
"isDnD": false,
"isCompatibility": false,
"parent": {
"name": "process",
"path": "folders/nodes/data/process.yy",
},
"resourceVersion": "1.0",
"name": "node_outline",
"tags": [],
"resourceType": "GMScript",
}

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@ -0,0 +1,87 @@
function Node_RM_Cloud(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "RM CLoud";
inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 2] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] });
inputs[| 4] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] });
inputs[| 5] = nodeValue("View Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 6 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 6] = nodeValue("Density", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 7] = nodeValue("Detail", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 8);
inputs[| 8] = nodeValue("Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 9] = nodeValue("Detail Scaling", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2.);
inputs[| 10] = nodeValue("Detail Attenuation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
outputs[| 0] = nodeValue("Surface Out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 0,
["Transform", false], 1, 2, 3,
["Camera", false], 4, 5,
["Cloud", false], 6, 8, 7, 9, 10,
];
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {}
static step = function() {
}
static processData = function(_outSurf, _data, _output_index, _array_index = 0) {
var _dim = _data[0];
var _pos = _data[1];
var _rot = _data[2];
var _sca = _data[3];
var _fov = _data[4];
var _rng = _data[5];
var _dens = _data[6];
var _itrr = _data[7];
var _thrs = _data[8];
var _dsca = _data[9];
var _datt = _data[10];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
surface_set_shader(_outSurf, sh_rm_cloud);
shader_set_3("position", _pos);
shader_set_3("rotation", _rot);
shader_set_f("objectScale", _sca * 4);
shader_set_f("fov", _fov);
shader_set_2("viewRange", _rng);
shader_set_i("iteration", _itrr);
shader_set_f("density", _dens);
shader_set_f("threshold", _thrs);
shader_set_f("detailScale", _dsca);
shader_set_f("detailAtten", _datt);
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
surface_reset_shader();
return _outSurf;
}
}

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@ -0,0 +1,13 @@
{
"$GMScript":"",
"%Name":"node_rm_cloud",
"isCompatibility":false,
"isDnD":false,
"name":"node_rm_cloud",
"parent":{
"name":"raymarching",
"path":"folders/nodes/data/3D/raymarching.yy",
},
"resourceType":"GMScript",
"resourceVersion":"2.0",
}

View file

@ -0,0 +1,239 @@
//Inigo Quilez
//Oh where would I be without you.
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
const int MAX_MARCHING_STEPS = 512;
const float EPSILON = 1e-6;
const float PI = 3.14159265358979323846;
uniform vec3 position;
uniform vec3 rotation;
uniform float objectScale;
uniform float fov;
uniform vec2 viewRange;
uniform float density;
uniform int iteration;
uniform float threshold;
uniform int adaptiveIteration;
uniform float detailScale;
uniform float detailAtten;
mat3 rotMatrix, irotMatrix;
vec3 eye, dir;
#region ////========== Transform ============
mat3 rotateX(float dg) {
float c = cos(radians(dg));
float s = sin(radians(dg));
return mat3(
vec3(1, 0, 0),
vec3(0, c, -s),
vec3(0, s, c)
);
}
mat3 rotateY(float dg) {
float c = cos(radians(dg));
float s = sin(radians(dg));
return mat3(
vec3( c, 0, s),
vec3( 0, 1, 0),
vec3(-s, 0, c)
);
}
mat3 rotateZ(float dg) {
float c = cos(radians(dg));
float s = sin(radians(dg));
return mat3(
vec3(c, -s, 0),
vec3(s, c, 0),
vec3(0, 0, 1)
);
}
mat3 inverse(mat3 m) {
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22 * a11 - a12 * a21;
float b11 = -a22 * a10 + a12 * a20;
float b21 = a21 * a10 - a11 * a20;
float det = a00 * b01 + a01 * b11 + a02 * b21;
return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
}
#endregion
#region ////============= Noise ==============
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 permute(vec4 x) { return mod289(((x * 34.0) + 10.0) * x); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(vec3 vec) {
vec3 v = vec * 4.;
const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ * ns.x + ns.yyyy;
vec4 y = y_ * ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww ;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.5 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
m = m * m;
float n = 105.0 * dot( m * m, vec4( dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3) ) );
n = mix(0.0, 0.5 + 0.5 * n, smoothstep(0.0, 0.003, vec.z));
return n;
}
float simplex(in vec3 pos, in int itr) {
vec3 xyz = vec3(pos);
xyz.z = abs(xyz.z);
float amp = 1.;
float n = 0.;
float acc = 0.;
for(int i = 0; i < itr; i++) {
n += snoise(xyz) * amp;
acc += amp;
amp *= detailAtten;
xyz *= detailScale;
}
return n / acc;
}
#endregion
float volume(vec3 pos, float ratio) {
int it = adaptiveIteration == 1? int(max(1., ratio * float(iteration))) : iteration;
float ss = simplex(pos * 0.5, it / 2);
float sp = simplex(pos, it);
float thr = threshold;
float d1 = clamp(max(0., ss - thr) / (1. - thr), 0., 1.);
d1 = smoothstep(.2, .8, d1);
d1 *= clamp(1. - distance(pos, eye) / 16., 0., 1.);
float ds = clamp(max(0., sp - thr) / (1. - thr), 0., 1.);
ds *= d1;
return ds;
}
float marchDensity(vec3 camera, vec3 direction) {
float maxx = float(MAX_MARCHING_STEPS);
float st = 1. / maxx;
float _densi = 0.;
float dens = pow(2., 10. * density - 10.);
for (float i = 0.; i <= maxx; i++) {
float depth = mix(viewRange.x, viewRange.y, i * st);
vec3 pos = camera + depth * direction;
float mden = volume(pos, 1. - i * st);
_densi += dens * mden;
}
return _densi;
}
void main() {
mat3 rx = rotateX(rotation.x);
mat3 ry = rotateY(rotation.y);
mat3 rz = rotateZ(rotation.z);
rotMatrix = rx * ry * rz;
irotMatrix = inverse(rotMatrix);
float z = 1. / tan(radians(fov) / 2.);
dir = normalize(vec3((v_vTexcoord - .5) * 2., -z));
eye = vec3(0., 0., 5.);
// vec2 cps = (v_vTexcoord - .5) * 2.;
// dir = vec3(0., 0., -1.);
// eye = vec3(cps, 5.);
dir = normalize(irotMatrix * dir) / objectScale;
eye = irotMatrix * eye;
eye /= objectScale;
eye -= position;
float dens = marchDensity(eye, dir);
gl_FragColor = vec4(vec3(dens), 1.);
}

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@ -0,0 +1,19 @@
//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}

View file

@ -0,0 +1,12 @@
{
"$GMShader":"",
"%Name":"sh_rm_cloud",
"name":"sh_rm_cloud",
"parent":{
"name":"ray march",
"path":"folders/shader/ray march.yy",
},
"resourceType":"GMShader",
"resourceVersion":"2.0",
"type":1,
}

View file

@ -39,13 +39,13 @@ uniform vec2 colorRanB;
vec2 sca;
float itrMax, itr;
vec3 hsv2rgb(vec3 c) { #region
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
} #endregion
}
float snoise(vec3 vec) { #region
float snoise(vec3 vec) {
vec3 v = vec * 4.;
const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
@ -121,9 +121,9 @@ float snoise(vec3 vec) { #region
float n = 105.0 * dot( m * m, vec4( dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3) ) );
n = mix(0.0, 0.5 + 0.5 * n, smoothstep(0.0, 0.003, vec.z));
return n;
} #endregion
}
float simplex(in vec2 st) { #region
float simplex(in vec2 st) {
vec2 p = st;
float _z = 1. + position.z;
vec3 xyz = vec3(p, _z);
@ -144,24 +144,21 @@ float simplex(in vec2 st) { #region
}
return n;
} #endregion
}
void main() { #region
#region params
sca = scale;
if(scaleUseSurf == 1) {
vec4 _vMap = texture2D( scaleSurf, v_vTexcoord );
sca = vec2(mix(scale.x, scale.y, (_vMap.r + _vMap.g + _vMap.b) / 3.));
}
void main() {
sca = scale;
if(scaleUseSurf == 1) {
vec4 _vMap = texture2D( scaleSurf, v_vTexcoord );
sca = vec2(mix(scale.x, scale.y, (_vMap.r + _vMap.g + _vMap.b) / 3.));
}
itr = iteration.x;
itrMax = max(iteration.x, iteration.y);
if(iterationUseSurf == 1) {
vec4 _vMap = texture2D( iterationSurf, v_vTexcoord );
itr = mix(iteration.x, iteration.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
#endregion
itr = iteration.x;
itrMax = max(iteration.x, iteration.y);
if(iterationUseSurf == 1) {
vec4 _vMap = texture2D( iterationSurf, v_vTexcoord );
itr = mix(iteration.x, iteration.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
vec2 pos = position.xy / dimension;
float ang = rotation;
@ -182,4 +179,4 @@ void main() { #region
gl_FragColor = vec4(hsv2rgb(vec3(randH, randS, randV)), 1.0);
}
} #endregion
}

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@ -0,0 +1,90 @@
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