From 7f8a1713257add11095f3845a9e02618e0a96be8 Mon Sep 17 00:00:00 2001 From: Tanasart Date: Thu, 16 Nov 2023 12:08:24 +0700 Subject: [PATCH] 1.17.1 --- .../node_perlin_extra/node_perlin_extra.gml | 17 +++-- scripts/panel_patreon/panel_patreon.gml | 2 +- shaders/sh_perlin_extra/sh_perlin_extra.fsh | 64 +++++++++++++++---- 3 files changed, 63 insertions(+), 20 deletions(-) diff --git a/scripts/node_perlin_extra/node_perlin_extra.gml b/scripts/node_perlin_extra/node_perlin_extra.gml index 775bf6b87..d621118bd 100644 --- a/scripts/node_perlin_extra/node_perlin_extra.gml +++ b/scripts/node_perlin_extra/node_perlin_extra.gml @@ -1,5 +1,5 @@ function Node_Perlin_Extra(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor { - name = "Extra Perlins"; + name = "Extra Perlins"; shader = sh_perlin_extra; inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) @@ -14,7 +14,7 @@ function Node_Perlin_Extra(_x, _y, _group = noone) : Node_Shader_Generator(_x, _ inputs[| 3] = nodeValue("Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2); addShaderProp(SHADER_UNIFORM.integer, "iteration"); - inputs[| 4] = nodeValue("Tile", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); + inputs[| 4] = nodeValue("Tile", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true, "Tiling only works with integer scale, and some effect type doesn't support tiling."); addShaderProp(SHADER_UNIFORM.integer, "tile"); inputs[| 5] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom(99999)); @@ -37,21 +37,25 @@ function Node_Perlin_Extra(_x, _y, _group = noone) : Node_Shader_Generator(_x, _ addShaderProp(SHADER_UNIFORM.float, "colorRanB"); inputs[| 10] = nodeValue("Noise type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) - .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Absolute worley", "Fluid", "Noisy perlin", "Camo" ]); + .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Absolute worley", "Fluid", "Noisy", "Camo", "Blocky", "Max", "Vine" ]); addShaderProp(SHADER_UNIFORM.integer, "type"); inputs[| 11] = nodeValue("Parameter A", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider); - addShaderProp(SHADER_UNIFORM.float, "param"); + addShaderProp(SHADER_UNIFORM.float, "paramA"); + + inputs[| 12] = nodeValue("Parameter B", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); + addShaderProp(SHADER_UNIFORM.float, "paramB"); input_display_list = [ ["Output", true], 0, 5, - ["Noise", false], 10, 1, 2, 3, 4, 11, + ["Noise", false], 10, 1, 2, 3, 4, 11, 12, ["Render", false], 6, 7, 8, 9, ]; static step = function() { #region var _col = getInputData(6); + var _typ = getInputData(10); inputs[| 7].setVisible(_col != 0); inputs[| 8].setVisible(_col != 0); @@ -60,6 +64,9 @@ function Node_Perlin_Extra(_x, _y, _group = noone) : Node_Shader_Generator(_x, _ inputs[| 7].name = _col == 1? "Color R range" : "Color H range"; inputs[| 8].name = _col == 1? "Color G range" : "Color S range"; inputs[| 9].name = _col == 1? "Color B range" : "Color V range"; + + inputs[| 11].setVisible(_typ > 0); + inputs[| 12].setVisible(false); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region diff --git a/scripts/panel_patreon/panel_patreon.gml b/scripts/panel_patreon/panel_patreon.gml index caa880ab5..456b8c56d 100644 --- a/scripts/panel_patreon/panel_patreon.gml +++ b/scripts/panel_patreon/panel_patreon.gml @@ -84,7 +84,7 @@ function Panel_Patreon() : PanelContent() constructor { var _y = (_yy + h) / 2; draw_set_text(f_p0, fa_center, fa_bottom, COLORS._main_value_positive); - draw_text(w / 2, _y - 16, "Patreon verified, thank you for supporting Pixel Composer."); + draw_text(w / 2, _y - 16, "Patreon verified, thank you for supporting Pixel Composer.\nRestart to enable extra contents."); var _bw = 200; var _bh = TEXTBOX_HEIGHT + ui(8); diff --git a/shaders/sh_perlin_extra/sh_perlin_extra.fsh b/shaders/sh_perlin_extra/sh_perlin_extra.fsh index eba32f037..9c8b8d6c5 100644 --- a/shaders/sh_perlin_extra/sh_perlin_extra.fsh +++ b/shaders/sh_perlin_extra/sh_perlin_extra.fsh @@ -1,6 +1,5 @@ -// -// Simple passthrough fragment shader -// +#define TAU 6.28318530718 + varying vec2 v_vTexcoord; varying vec4 v_vColour; @@ -11,9 +10,11 @@ uniform vec2 u_resolution; uniform vec2 scale; uniform int iteration; uniform float seed; -uniform float param; uniform int tile; +uniform float paramA; +uniform float paramB; + uniform int colored; uniform vec2 colorRanR; uniform vec2 colorRanG; @@ -34,6 +35,16 @@ float randomFloat (in vec2 st, float seed) { #region return mix(random(st, sedSt), random(st, sedSt + 1.), sedFr); } #endregion +float smooth(in float n, in float itr) { #region + float _fr = fract(itr); + float _itr = floor(itr); + + for(float i = 0.; i < _itr; i++) + n = n * n * (3.0 - 2.0 * n); + float _n1 = n * n * (3.0 - 2.0 * n); + return mix(n, _n1, _fr); +} #endregion + vec2 random2 (in vec2 st, float seed) { return vec2(randomFloat(st, seed), randomFloat(st, seed + 1.864354564)); } float noise (in vec2 st, in vec2 scale) { #region @@ -47,6 +58,10 @@ float noise (in vec2 st, in vec2 scale) { #region vec2 f = fract(st); vec2 u = f * f * (3.0 - 2.0 * f); + if(type == 4) { + u.x = smooth(f.x, 2. + paramA * 4.); + u.y = smooth(f.y, 2. + paramA * 4.); + } float a = 0., b = 0., c = 0., d = 0.; @@ -57,7 +72,7 @@ float noise (in vec2 st, in vec2 scale) { #region d = dot( random2(vec2(cellMax.x, cellMax.y) * 2. - 1., seed), f - vec2(1., 1.) ); return abs(mix(mix(a, b, u.x), mix(c, d, u.x), u.y)); - } else if(type == 1 || type == 2 || type == 3) { + } else { a = randomFloat(vec2(cellMin.x, cellMin.y), seed); b = randomFloat(vec2(cellMax.x, cellMin.y), seed); c = randomFloat(vec2(cellMin.x, cellMax.y), seed); @@ -71,7 +86,7 @@ float noise (in vec2 st, in vec2 scale) { #region return 0.; } #endregion -float perlin(in vec2 st) { #region +float _perlin(in vec2 st) { #region float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.); if(type == 0) amp = pow(2., float(iteration) + 1.) / (pow(2., float(iteration)) - 1.); if(type == 3) amp *= 1.25; @@ -89,7 +104,7 @@ float perlin(in vec2 st) { #region if(type == 3) { m += _n * amp; if(mod(i, 3.) == 2.) { - n += smoothstep(0.5 - param, 0.5 + param, m) * amp; + n += smoothstep(0.5 - paramA, 0.5 + paramA, m) * amp; m = 0.; sc /= 1.5; @@ -100,30 +115,51 @@ float perlin(in vec2 st) { #region amp *= .75; pos *= 1.5; } + } else if(type == 4) { + n += smooth(_n, 1. + paramA * 5. * i / it) * amp; + } else if(type == 5) { + n = max(n, _n); + sc *= 1. + paramA * 0.1; + pos *= 1. + paramA * 0.1; } else n += _n * amp; pos += random2(vec2(float(i)), 0.574186) * sc; - if(type == 0) { + if(type == 1) { sc *= 2.; amp *= .5; - pos *= 2.; - } else if(type == 1) { - sc *= 2.; - amp *= .5; - pos *= 1. + _n + param; + pos *= 1. + _n + paramA; } else if(type == 2) { sc *= 2.; amp *= .5; pos += random2(vec2(n), seed) / sc; - pos *= (2. + param); + pos *= (2. + paramA); + } else if(type == 3) { + } else if(type == 5) { + } else { + sc *= 2.; + amp *= .5; + pos *= 2.; } + } return n; } #endregion +float perlin(in vec2 st) { #region + if(type == 6) { + float p1 = _perlin(st - vec2(1., 0.) / scale * (1. + paramA)); + float p2 = _perlin(st - vec2(0., 1.) / scale * (1. + paramA)); + float p3 = _perlin(st - vec2(-1., 0.) / scale * (1. + paramA)); + float p4 = _perlin(st - vec2(0., -1.) / scale * (1. + paramA)); + return abs(p1 - p3) + abs(p2 - p4); + } + + return _perlin(st); +} #endregion + void main() { #region if(colored == 0) { vec2 pos = (v_vTexcoord + position) * scale;