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https://github.com/Ttanasart-pt/Pixel-Composer.git
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- [Pytagorean, Herringbones, Random tiles] Add level property.
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parent
3fc1d43953
commit
3fd650d273
6 changed files with 39 additions and 18 deletions
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@ -65,10 +65,13 @@ function Node_Herringbone_Tile(_x, _y, _group = noone) : Node_Processor(_x, _y,
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inputs[| 20] = nodeValue("Texture angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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inputs[| 20] = nodeValue("Texture angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.rotation_range);
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.setDisplay(VALUE_DISPLAY.rotation_range);
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inputs[| 21] = nodeValue("Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
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.setDisplay(VALUE_DISPLAY.slider_range);
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input_display_list = [
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input_display_list = [
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["Output", false], 0,
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["Output", false], 0,
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["Pattern", false], 1, 3, 12, 2, 11, 17, 4, 13,
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["Pattern", false], 1, 3, 12, 2, 11, 17, 4, 13,
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["Render", false], 7, 8, 5, 18, 6, 9, 10,
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["Render", false], 7, 8, 5, 18, 6, 9, 10, 21,
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["Truchet", true, 14], 15, 16, 20,
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["Truchet", true, 14], 15, 16, 20,
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];
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];
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@ -98,6 +101,7 @@ function Node_Herringbone_Tile(_x, _y, _group = noone) : Node_Processor(_x, _y,
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inputs[| 5].setVisible(_mode == 0);
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inputs[| 5].setVisible(_mode == 0);
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inputs[| 6].setVisible(_mode != 1);
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inputs[| 6].setVisible(_mode != 1);
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inputs[| 21].setVisible(_mode == 1);
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inputs[| 9].setVisible(_mode == 2 || _mode == 3);
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inputs[| 9].setVisible(_mode == 2 || _mode == 3);
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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@ -120,6 +124,7 @@ function Node_Herringbone_Tile(_x, _y, _group = noone) : Node_Processor(_x, _y,
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shader_set_f("truchetSeed", _data[15]);
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shader_set_f("truchetSeed", _data[15]);
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shader_set_f("truchetThres", _data[16]);
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shader_set_f("truchetThres", _data[16]);
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shader_set_f("truchetAngle", _data[20]);
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shader_set_f("truchetAngle", _data[20]);
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shader_set_f("level", _data[21]);
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shader_set_gradient(_data[5], _data[18], _data[19], inputs[| 5]);
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shader_set_gradient(_data[5], _data[18], _data[19], inputs[| 5]);
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@ -66,10 +66,13 @@ function Node_Pytagorean_Tile(_x, _y, _group = noone) : Node_Processor(_x, _y, _
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inputs[| 20] = nodeValue("Texture angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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inputs[| 20] = nodeValue("Texture angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.rotation_range);
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.setDisplay(VALUE_DISPLAY.rotation_range);
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inputs[| 21] = nodeValue("Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
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.setDisplay(VALUE_DISPLAY.slider_range);
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input_display_list = [
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input_display_list = [
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["Output", false], 0,
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["Output", false], 0,
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["Pattern", false], 1, 3, 12, 2, 11, 17, 4, 13,
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["Pattern", false], 1, 3, 12, 2, 11, 17, 4, 13,
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["Render", false], 7, 8, 5, 18, 6, 9, 10,
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["Render", false], 7, 8, 5, 18, 6, 9, 10, 21,
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["Truchet", true, 14], 15, 16, 20,
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["Truchet", true, 14], 15, 16, 20,
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];
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];
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@ -100,6 +103,7 @@ function Node_Pytagorean_Tile(_x, _y, _group = noone) : Node_Processor(_x, _y, _
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inputs[| 5].setVisible(_mode == 0);
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inputs[| 5].setVisible(_mode == 0);
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inputs[| 6].setVisible(_mode != 1);
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inputs[| 6].setVisible(_mode != 1);
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inputs[| 21].setVisible(_mode == 1);
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inputs[| 9].setVisible(_mode == 2 || _mode == 3);
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inputs[| 9].setVisible(_mode == 2 || _mode == 3);
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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@ -122,6 +126,7 @@ function Node_Pytagorean_Tile(_x, _y, _group = noone) : Node_Processor(_x, _y, _
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shader_set_f("truchetSeed", _data[15]);
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shader_set_f("truchetSeed", _data[15]);
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shader_set_f("truchetThres", _data[16]);
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shader_set_f("truchetThres", _data[16]);
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shader_set_f("truchetAngle", _data[20]);
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shader_set_f("truchetAngle", _data[20]);
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shader_set_f("level", _data[21]);
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shader_set_gradient(_data[5], _data[18], _data[19], inputs[| 5]);
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shader_set_gradient(_data[5], _data[18], _data[19], inputs[| 5]);
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@ -63,10 +63,13 @@ function Node_Random_Tile(_x, _y, _group = noone) : Node_Processor(_x, _y, _grou
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inputs[| 19] = nodeValue("Texture angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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inputs[| 19] = nodeValue("Texture angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.rotation_range);
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.setDisplay(VALUE_DISPLAY.rotation_range);
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inputs[| 20] = nodeValue("Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
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.setDisplay(VALUE_DISPLAY.slider_range);
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input_display_list = [
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input_display_list = [
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["Output", false], 0,
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["Output", false], 0,
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["Pattern", false], 1, 3, 12, 2, 11, 4, 13,
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["Pattern", false], 1, 3, 12, 2, 11, 4, 13,
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["Render", false], 7, 8, 5, 17, 6, 9, 10,
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["Render", false], 7, 8, 5, 17, 6, 9, 10, 20,
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["Truchet", true, 14], 15, 16, 19,
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["Truchet", true, 14], 15, 16, 19,
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];
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];
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@ -96,6 +99,7 @@ function Node_Random_Tile(_x, _y, _group = noone) : Node_Processor(_x, _y, _grou
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inputs[| 5].setVisible(_mode == 0);
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inputs[| 5].setVisible(_mode == 0);
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inputs[| 6].setVisible(_mode != 1);
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inputs[| 6].setVisible(_mode != 1);
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inputs[| 20].setVisible(_mode == 1);
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inputs[| 9].setVisible(_mode == 2 || _mode == 3);
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inputs[| 9].setVisible(_mode == 2 || _mode == 3);
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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@ -117,6 +121,7 @@ function Node_Random_Tile(_x, _y, _group = noone) : Node_Processor(_x, _y, _grou
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shader_set_f("truchetSeed", _data[15]);
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shader_set_f("truchetSeed", _data[15]);
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shader_set_f("truchetThres", _data[16]);
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shader_set_f("truchetThres", _data[16]);
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shader_set_f("truchetAngle", _data[19]);
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shader_set_f("truchetAngle", _data[19]);
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shader_set_f("level", _data[20]);
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shader_set_gradient(_data[5], _data[17], _data[18], inputs[| 5]);
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shader_set_gradient(_data[5], _data[17], _data[18], inputs[| 5]);
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@ -26,6 +26,7 @@ uniform int textureTruchet;
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uniform float truchetSeed;
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uniform float truchetSeed;
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uniform float truchetThres;
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uniform float truchetThres;
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uniform vec2 truchetAngle;
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uniform vec2 truchetAngle;
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uniform vec2 level;
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uniform float tileLength;
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uniform float tileLength;
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@ -230,7 +231,8 @@ void main() { #region
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vec4 colr;
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vec4 colr;
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if(mode == 1) {
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if(mode == 1) {
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gl_FragColor = vec4(vec3(hc.y), 1.0);
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float dist = (hc.y - level.x) / (level.y - level.x);
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gl_FragColor = vec4(vec3(dist), 1.0);
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return;
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return;
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}
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}
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@ -23,6 +23,7 @@ uniform int textureTruchet;
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uniform float truchetSeed;
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uniform float truchetSeed;
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uniform float truchetThres;
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uniform float truchetThres;
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uniform vec2 truchetAngle;
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uniform vec2 truchetAngle;
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uniform vec2 level;
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uniform float phase;
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uniform float phase;
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@ -264,7 +265,8 @@ void main() { #region
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vec4 colr;
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vec4 colr;
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if(mode == 1) {
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if(mode == 1) {
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gl_FragColor = vec4(vec3(hc.y), 1.0);
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float dist = (hc.y * 2. - level.x) / (level.y - level.x);
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gl_FragColor = vec4(vec3(dist), 1.0);
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return;
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return;
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}
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}
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@ -26,6 +26,7 @@ uniform int textureTruchet;
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uniform float truchetSeed;
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uniform float truchetSeed;
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uniform float truchetThres;
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uniform float truchetThres;
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uniform vec2 truchetAngle;
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uniform vec2 truchetAngle;
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uniform vec2 level;
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#define PI 3.14159265359
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#define PI 3.14159265359
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#define TAU 6.28318530718
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#define TAU 6.28318530718
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@ -239,7 +240,8 @@ void main() { #region
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vec4 colr;
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vec4 colr;
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if(mode == 1) {
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if(mode == 1) {
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gl_FragColor = vec4(vec3(hc.y), 1.0);
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float dist = (hc.y - level.x) / (level.y - level.x);
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gl_FragColor = vec4(vec3(dist), 1.0);
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return;
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return;
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}
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}
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