t3du - Add Brick Texture
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@ -298,6 +298,125 @@ float tex_brick_f(vec3 p) {
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}
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"""
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#https://github.com/blender/blender/blob/main/source/blender/gpu/shaders/material/gpu_shader_material_tex_brick.glsl
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str_tex_brick_blender = """
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float integer_noise(int n)
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{
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/* Integer bit-shifts for these calculations can cause precision problems on macOS.
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* Using uint resolves these issues. */
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uint nn;
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nn = (uint(n) + 1013u) & 0x7fffffffu;
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nn = (nn >> 13u) ^ nn;
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nn = (uint(nn * (nn * nn * 60493u + 19990303u)) + 1376312589u) & 0x7fffffffu;
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return 0.5f * (float(nn) / 1073741824.0f);
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}
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vec2 calc_brick_texture(vec3 p,
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float mortar_size,
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float mortar_smooth,
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float bias,
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float brick_width,
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float row_height,
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float offset_amount,
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int offset_frequency,
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float squash_amount,
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int squash_frequency)
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{
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int bricknum, rownum;
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float offset = 0.0f;
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float x, y;
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rownum = int(floor(p.y / row_height));
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if (offset_frequency != 0 && squash_frequency != 0) {
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brick_width *= (rownum % squash_frequency != 0) ? 1.0f : squash_amount; /* squash */
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offset = (rownum % offset_frequency != 0) ? 0.0f : (brick_width * offset_amount); /* offset */
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}
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bricknum = int(floor((p.x + offset) / brick_width));
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x = (p.x + offset) - brick_width * bricknum;
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y = p.y - row_height * rownum;
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float tint = clamp((integer_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0f, 1.0f);
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float min_dist = min(min(x, y), min(brick_width - x, row_height - y));
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if (min_dist >= mortar_size) {
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return vec2(tint, 0.0f);
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}
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else if (mortar_smooth == 0.0f) {
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return vec2(tint, 1.0f);
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}
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else {
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min_dist = 1.0f - min_dist / mortar_size;
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return vec2(tint, smoothstep(0.0f, mortar_smooth, min_dist));
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}
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}
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vec3 tex_brick_blender(vec3 co,
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vec3 color1,
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vec3 color2,
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vec3 mortar,
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float scale,
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float mortar_size,
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float mortar_smooth,
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float bias,
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float brick_width,
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float row_height,
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float offset_amount,
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float offset_frequency,
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float squash_amount,
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float squash_frequency)
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{
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vec2 f2 = calc_brick_texture(co * scale,
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mortar_size,
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mortar_smooth,
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bias,
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brick_width,
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row_height,
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offset_amount,
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int(offset_frequency),
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squash_amount,
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int(squash_frequency));
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float tint = f2.x;
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float f = f2.y;
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if (f != 1.0f) {
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float facm = 1.0f - tint;
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color1 = facm * color1 + tint * color2;
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}
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return mix(color1, mortar, f);
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}
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float tex_brick_blender_f(vec3 co,
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vec3 color1,
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vec3 color2,
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vec3 mortar,
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float scale,
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float mortar_size,
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float mortar_smooth,
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float bias,
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float brick_width,
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float row_height,
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float offset_amount,
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float offset_frequency,
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float squash_amount,
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float squash_frequency)
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{
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vec2 f2 = calc_brick_texture(co * scale,
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mortar_size,
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mortar_smooth,
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bias,
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brick_width,
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row_height,
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offset_amount,
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int(offset_frequency),
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squash_amount,
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int(squash_frequency));
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float tint = f2.x;
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float f = f2.y;
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if (f != 1.0f) {
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float facm = 1.0f - tint;
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color1 = facm * color1 + tint * color2;
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}
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return f;
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}
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"""
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str_tex_wave = """
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float tex_wave_f(const vec3 p, const int type, const int profile, const float dist, const float detail, const float detail_scale) {
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float n;
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