- [Canvas] Fix error with right-side tools.
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@ -30,7 +30,7 @@ function canvas_tool_extrude() : canvas_tool_shader() constructor {
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shader_set_f("dimension", _dim);
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shader_set_f("shift", _dx, _dy);
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shader_set_f("itr", round(sqrt(_dx * _dx + _dy * _dy)));
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shader_set_color("color", node.CURRENT_COLOR);
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shader_set_color("color", CURRENT_COLOR);
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draw_surface(preview_surface[0], 0, 0);
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surface_reset_shader();
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@ -30,7 +30,7 @@ function canvas_tool_inset() : canvas_tool_shader() constructor {
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shader_set_f("dimension", _dim);
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shader_set_f("shift", _dx, _dy);
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shader_set_f("itr", round(sqrt(_dx * _dx + _dy * _dy)));
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shader_set_color("color", node.CURRENT_COLOR);
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shader_set_color("color", CURRENT_COLOR);
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draw_surface(preview_surface[0], 0, 0);
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surface_reset_shader();
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@ -20,7 +20,8 @@ function canvas_tool_outline() : canvas_tool_shader() constructor {
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shader_set_f("borderSize", _thck, _thck);
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shader_set_f("borderStart", 0, 0);
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shader_set_i("side", _side);
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shader_set_color("borderColor", node.CURRENT_COLOR);
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shader_set_i("filter", array_create(9, 1));
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shader_set_color("borderColor", CURRENT_COLOR);
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draw_surface(preview_surface[0], 0, 0);
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surface_reset_shader();
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@ -39,6 +40,7 @@ function canvas_tool_outline() : canvas_tool_shader() constructor {
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shader_set_f("borderSize", _thck, _thck);
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shader_set_f("borderStart", 0, 0);
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shader_set_i("side", _side);
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shader_set_i("filter", array_create(9, 1));
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shader_set_color("borderColor", c_white);
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draw_surface(preview_surface[0], 0, 0);
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@ -13,7 +13,7 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
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-1,
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"Octahedron", "Pyramid",
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-1,
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"Extrude"
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"Extrude", "Terrain"
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];
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shape_types_str = [];
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@ -115,7 +115,7 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
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inputs[| 29] = nodeValue("Tile Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 30] = nodeValue("Extrude Surface", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 30] = nodeValue("Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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outputs[| 0] = nodeValue("Surface Out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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@ -123,12 +123,14 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
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["Primitive", false], 1, 21, 22, 23, 24, 25, 26, 27, 28, 30,
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["Modify", false], 12, 11,
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["Deform", true], 15, 16, 17, 18, 19,
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["Transform", false], 3, 4,
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["Transform", false], 2, 3, 4,
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["Camera", false], 13, 14, 5, 6,
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["Render", false], 7, 9, 10, 8,
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["Tile", false], 20, 29,
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];
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temp_surface = [ 0, 0, 0, 0 ];
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {}
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static step = function() {
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@ -172,6 +174,7 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
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case "Torus" :
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case "Cut Hollow Sphere" :
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case "Capped Torus" :
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case "Terrain" :
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case "Extrude" :
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inputs[| 23].setVisible(true);
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break;
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@ -212,12 +215,14 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
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switch(_shape) { // Uniform Size
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case "Octahedron" :
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case "Pyramid" :
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case "Terrain" :
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case "Extrude" :
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inputs[| 28].setVisible(true);
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break;
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}
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switch(_shape) { // Extrude
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switch(_shape) { // Extrude surface
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case "Terrain" :
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case "Extrude" :
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inputs[| 30].setVisible(true);
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break;
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@ -268,10 +273,51 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
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// gpu_set_texfilter(true);
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for (var i = 0, n = array_length(temp_surface); i < n; i++)
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temp_surface[i] = surface_verify(temp_surface[i], 8192, 8192);
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var tx = 1024;
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surface_set_shader(temp_surface[0]);
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draw_surface_stretched_safe(_extr, tx * 0, tx * 0, tx, tx);
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surface_reset_shader();
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gpu_set_texfilter(true);
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surface_set_shader(_outSurf, sh_rm_primitive);
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shader_set_i("shape", _shp);
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var _shape = shape_types[_shp];
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var _shpI = 0;
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switch(_shape) {
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case "Plane" : _shpI = 100; break;
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case "Box" : _shpI = 101; break;
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case "Box Frame" : _shpI = 102; break;
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case "Sphere" : _shpI = 200; break;
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case "Ellipse" : _shpI = 201; break;
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case "Cut Sphere" : _shpI = 202; break;
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case "Cut Hollow Sphere" : _shpI = 203; break;
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case "Torus" : _shpI = 204; break;
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case "Capped Torus" : _shpI = 205; break;
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case "Cylinder" : _shpI = 300; break;
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case "Capsule" : _shpI = 301; break;
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case "Cone" : _shpI = 302; break;
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case "Capped Cone" : _shpI = 303; break;
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case "Round Cone" : _shpI = 304; break;
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case "3D Arc" : _shpI = 305; break;
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case "Octahedron" : _shpI = 400; break;
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case "Pyramid" : _shpI = 401; break;
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case "Extrude" : _shpI = 500; break;
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case "Terrain" : _shpI = 501; break;
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}
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for (var i = 0, n = array_length(temp_surface); i < n; i++)
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shader_set_surface($"texture{i}", temp_surface[i]);
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shader_set_i("shape", _shpI);
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shader_set_f("size", _size);
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shader_set_f("radius", _rad);
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shader_set_f("thickness", _thk);
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@ -282,7 +328,7 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
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shader_set_f("sizeUni", _sizz);
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shader_set_f("elongate", _elon);
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shader_set_f("rounded", _rond);
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shader_set_surface("extrudeSurface", _extr);
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shader_set_i("extrudeSurface", 0);
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shader_set_f("waveAmp", _wavA);
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shader_set_f("waveInt", _wavI);
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@ -5,9 +5,19 @@ varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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const int MAX_MARCHING_STEPS = 512;
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const float EPSILON = .0001;
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const float EPSILON = 1e-5;
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const float PI = 3.14159265358979323846;
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const float SUBTEXTURE_SIZE = 1024.;
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const float TEXTURE_N = 8192. / SUBTEXTURE_SIZE;
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const float TEXTURE_S = TEXTURE_N * TEXTURE_N;
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const float TEXTURE_T = SUBTEXTURE_SIZE / 8192.;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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uniform sampler2D texture3;
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uniform int shape;
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uniform vec3 size;
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uniform float radius;
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@ -19,7 +29,7 @@ uniform vec2 radRange;
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uniform float sizeUni;
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uniform vec3 elongate;
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uniform float rounded;
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uniform sampler2D extrudeSurface;
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uniform int extrudeSurface;
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uniform vec3 waveAmp;
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uniform vec3 waveInt;
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@ -44,7 +54,9 @@ uniform vec4 ambient;
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uniform float ambientIntns;
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uniform vec3 lightPosition;
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#region ================ Transform ================
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mat3 rotMatrix, irotMatrix;
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#region ////========== Transform ============
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mat3 rotateX(float dg) {
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float c = cos(radians(dg));
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float s = sin(radians(dg));
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@ -92,14 +104,36 @@ uniform vec3 lightPosition;
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}
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#endregion
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#region =============== Primitives ================
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#region ////============= Util ==============
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float dot2( in vec2 v ) { return dot(v,v); }
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float dot2( in vec3 v ) { return dot(v,v); }
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float ndot( in vec2 a, in vec2 b ) { return a.x*b.x - a.y*b.y; }
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vec4 sampleTexture(int index, vec2 coord) {
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float i = float(index);
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float txIndex = floor(i / TEXTURE_S);
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float stcInd = i - txIndex * TEXTURE_S;
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float row = floor(stcInd / TEXTURE_N);
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float col = stcInd - row * TEXTURE_N;
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vec2 tx = vec2(col, row) * TEXTURE_T;
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vec2 sm = tx + coord * TEXTURE_T;
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if(txIndex == 0.) return texture2D(texture0, sm);
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else if(txIndex == 1.) return texture2D(texture1, sm);
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else if(txIndex == 2.) return texture2D(texture2, sm);
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else if(txIndex == 3.) return texture2D(texture3, sm);
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return texture2D(texture0, sm);
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}
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#endregion
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#region ////========== Primitives ===========
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float sdPlane( vec3 p, vec3 n, float h ) {
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// n must be normalized
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return dot(p,n) + h;
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}
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@ -269,7 +303,17 @@ uniform vec3 lightPosition;
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float sdExtrude( vec3 p, float s, float h ) {
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vec2 pos = p.xz / s / 2. + 0.5;
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vec4 sm = texture2D(extrudeSurface, pos);
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vec4 sm = sampleTexture(extrudeSurface, pos);
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float am = (sm.r + sm.g + sm.b) / 3. * sm.a;
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float d = 0.1 - am;
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vec2 w = vec2( d, abs(p.y) - h );
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return min(max(w.x, w.y), 0.0) + length(max(w, 0.0));
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}
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float sdTerrain( vec3 p, float s, float h ) {
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vec2 pos = p.xz / s / 2. + 0.5;
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vec4 sm = sampleTexture(extrudeSurface, pos);
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float am = (sm.r + sm.g + sm.b) / 3. * sm.a;
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float d = 0.1 - am;
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@ -278,7 +322,7 @@ uniform vec3 lightPosition;
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}
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#endregion
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#region ================= Modify ==================
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#region ////============ Modify =============
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vec4 opElongate( in vec3 p, in vec3 h ) {
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vec3 q = abs(p)-h;
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@ -320,7 +364,7 @@ uniform vec3 lightPosition;
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#endregion
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#region ================ View Mod =================
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#region ////=========== View Mod ============
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float round(float v) { return fract(v) >= 0.5? ceil(v) : floor(v); }
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vec3 round(vec3 v) { return vec3(round(v.x), round(v.y), round(v.z)); }
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@ -333,13 +377,12 @@ uniform vec3 lightPosition;
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#endregion
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float sceneSDF(vec3 p) {
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////========= Ray Marching ==========
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float sceneSDF(vec3 p) {
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float d;
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mat3 rx = rotateX(rotation.x);
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||||
mat3 ry = rotateY(rotation.y);
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||||
mat3 rz = rotateZ(rotation.z);
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||||
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p = inverse(rx * ry * rz) * p;
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||||
p = irotMatrix * p;
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||||
p /= objectScale;
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||||
p -= position;
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||||
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@ -357,28 +400,29 @@ float sceneSDF(vec3 p) {
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p = el.xyz;
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}
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||||
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if(shape == 0) d = sdPlane(p, vec3(0., 0., 1.), 0.);
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||||
else if(shape == 1) d = sdBox(p, size / 2.);
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||||
else if(shape == 2) d = sdBoxFrame(p, size / 2., thickness);
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||||
//3
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||||
else if(shape == 4) d = sdSphere(p, radius);
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||||
else if(shape == 5) d = sdEllipsoid(p, size / 2.);
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||||
else if(shape == 6) d = sdCutSphere(p, radius, crop);
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||||
else if(shape == 7) d = sdCutHollowSphere(p, radius, crop, thickness);
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||||
else if(shape == 8) d = sdTorus(p, vec2(radius, thickness));
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else if(shape == 9) d = sdCappedTorus(p, angle, radius, thickness);
|
||||
//10
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||||
else if(shape == 11) d = sdCappedCylinder(p, height, radius);
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||||
else if(shape == 12) d = sdCapsule(p, vec3(-height, 0., 0.), vec3(height, 0., 0.), radius);
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||||
else if(shape == 13) d = sdCone(p, angle, height);
|
||||
else if(shape == 14) d = sdCappedCone(p, height, radRange.x, radRange.y);
|
||||
else if(shape == 15) d = sdRoundCone(p, height, radRange.x, radRange.y);
|
||||
else if(shape == 16) d = sdSolidAngle(p, angle, radius);
|
||||
//17
|
||||
else if(shape == 18) d = sdOctahedron(p, sizeUni);
|
||||
else if(shape == 19) d = sdPyramid(p, sizeUni);
|
||||
//20
|
||||
else if(shape == 21) d = sdExtrude(p, sizeUni, thickness);
|
||||
if(shape == 100) d = sdPlane(p, vec3(0., 0., 1.), 0.);
|
||||
else if(shape == 101) d = sdBox(p, size / 2.);
|
||||
else if(shape == 102) d = sdBoxFrame(p, size / 2., thickness);
|
||||
|
||||
else if(shape == 200) d = sdSphere(p, radius);
|
||||
else if(shape == 201) d = sdEllipsoid(p, size / 2.);
|
||||
else if(shape == 202) d = sdCutSphere(p, radius, crop);
|
||||
else if(shape == 203) d = sdCutHollowSphere(p, radius, crop, thickness);
|
||||
else if(shape == 204) d = sdTorus(p, vec2(radius, thickness));
|
||||
else if(shape == 205) d = sdCappedTorus(p, angle, radius, thickness);
|
||||
|
||||
else if(shape == 300) d = sdCappedCylinder(p, height, radius);
|
||||
else if(shape == 301) d = sdCapsule(p, vec3(-height, 0., 0.), vec3(height, 0., 0.), radius);
|
||||
else if(shape == 302) d = sdCone(p, angle, height);
|
||||
else if(shape == 303) d = sdCappedCone(p, height, radRange.x, radRange.y);
|
||||
else if(shape == 304) d = sdRoundCone(p, height, radRange.x, radRange.y);
|
||||
else if(shape == 305) d = sdSolidAngle(p, angle, radius);
|
||||
|
||||
else if(shape == 400) d = sdOctahedron(p, sizeUni);
|
||||
else if(shape == 401) d = sdPyramid(p, sizeUni);
|
||||
|
||||
else if(shape == 500) d = sdExtrude(p, sizeUni, thickness);
|
||||
else if(shape == 501) d = sdTerrain(p, sizeUni, thickness);
|
||||
|
||||
if(elongate != vec3(0.)) {
|
||||
d += el.w;
|
||||
|
@ -415,6 +459,14 @@ float march(vec3 camera, vec3 direction) {
|
|||
}
|
||||
|
||||
void main() {
|
||||
gl_FragColor = vec4(0., 0., 0., 1.);
|
||||
|
||||
mat3 rx = rotateX(rotation.x);
|
||||
mat3 ry = rotateY(rotation.y);
|
||||
mat3 rz = rotateZ(rotation.z);
|
||||
rotMatrix = rx * ry * rz;
|
||||
irotMatrix = inverse(rotMatrix);
|
||||
|
||||
vec3 eye, dir;
|
||||
|
||||
if(ortho == 1) {
|
||||
|
@ -428,11 +480,14 @@ void main() {
|
|||
}
|
||||
|
||||
float dist = march(eye, dir);
|
||||
vec3 coll = eye + dir * dist;
|
||||
vec3 wcoll = irotMatrix * coll;
|
||||
|
||||
if(dist > viewRange.y - EPSILON) {
|
||||
gl_FragColor = vec4(0., 0., 0., 1.);
|
||||
if(dist > viewRange.y - EPSILON) // Not hitting anything.
|
||||
return;
|
||||
}
|
||||
|
||||
// if(sin(wcoll.y * 64.) > -.9)
|
||||
// return;
|
||||
|
||||
vec3 c = ambient.rgb;
|
||||
|
||||
|
@ -440,7 +495,6 @@ void main() {
|
|||
distNorm = smoothstep(.0, .3, distNorm) + .2;
|
||||
c *= mix(vec3(1.), vec3(distNorm), depthInt);
|
||||
|
||||
vec3 coll = eye + dir * dist;
|
||||
vec3 norm = normal(coll);
|
||||
vec3 light = normalize(lightPosition);
|
||||
float lamo = dot(norm, light) + ambientIntns;
|
||||
|
|
Before Width: | Height: | Size: 677 B After Width: | Height: | Size: 677 B |
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Before Width: | Height: | Size: 559 B After Width: | Height: | Size: 559 B |
Before Width: | Height: | Size: 681 B After Width: | Height: | Size: 681 B |
BIN
sprites/s_node_shape_3d/7a7777f3-d63b-42bd-9289-dcbf52939e67.png
Normal file
After Width: | Height: | Size: 687 B |
Before Width: | Height: | Size: 669 B After Width: | Height: | Size: 669 B |
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