This commit is contained in:
Tanasart 2023-11-16 12:08:24 +07:00
parent 37d6676dbc
commit 7f8a171325
3 changed files with 63 additions and 20 deletions

View file

@ -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

View file

@ -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);

View file

@ -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;