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package arm . node ;
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class MaterialFunctions {
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public static var str_tex_checker = "
vec3 tex_checker(const vec3 co, const vec3 col1, const vec3 col2, const float scale) {
// Prevent precision issues on unit coordinates
vec3 p = (co + 0.000001 * 0.999999) * scale;
float xi = abs(floor(p.x));
float yi = abs(floor(p.y));
float zi = abs(floor(p.z));
bool check = ((mod(xi, 2.0) == mod(yi, 2.0)) == bool(mod(zi, 2.0)));
return check ? col1 : col2;
}
float tex_checker_f(const vec3 co, const float scale) {
vec3 p = (co + 0.000001 * 0.999999) * scale;
float xi = abs(floor(p.x));
float yi = abs(floor(p.y));
float zi = abs(floor(p.z));
return float((mod(xi, 2.0) == mod(yi, 2.0)) == bool(mod(zi, 2.0)));
}
" ;
// Created by inigo quilez - iq/2013
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
public static var str_tex_voronoi = "
vec4 tex_voronoi(const vec3 x) {
vec3 p = floor(x);
vec3 f = fract(x);
float id = 0.0;
float res = 100.0;
for (int k = -1; k <= 1; k++)
for (int j = -1; j <= 1; j++)
for (int i = -1; i <= 1; i++) {
vec3 b = vec3(float(i), float(j), float(k));
vec3 pb = p + b;
vec3 r = vec3(b) - f + texture(snoise256, (pb.xy + vec2(3.0, 1.0) * pb.z + 0.5) / 256.0).xyz;
float d = dot(r, r);
if (d < res) {
id = dot(p + b, vec3(1.0, 57.0, 113.0));
res = d;
}
}
vec3 col = 0.5 + 0.5 * cos(id * 0.35 + vec3(0.0, 1.0, 2.0));
return vec4(col, sqrt(res));
}
" ;
// By Morgan McGuire @morgan3d, http://graphicscodex.com Reuse permitted under the BSD license.
// https://www.shadertoy.com/view/4dS3Wd
public static var str_tex_noise = "
float hash(float n) { return fract(sin(n) * 1e4); }
float tex_noise_f(vec3 x) {
const vec3 step = vec3(110, 241, 171);
vec3 i = floor(x);
vec3 f = fract(x);
float n = dot(i, step);
vec3 u = f * f * (3.0 - 2.0 * f);
return mix(mix(mix(hash(n + dot(step, vec3(0, 0, 0))), hash(n + dot(step, vec3(1, 0, 0))), u.x),
mix(hash(n + dot(step, vec3(0, 1, 0))), hash(n + dot(step, vec3(1, 1, 0))), u.x), u.y),
mix(mix(hash(n + dot(step, vec3(0, 0, 1))), hash(n + dot(step, vec3(1, 0, 1))), u.x),
mix(hash(n + dot(step, vec3(0, 1, 1))), hash(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z);
}
float tex_noise(vec3 p) {
p *= 1.25;
float f = 0.5 * tex_noise_f(p); p *= 2.01;
f += 0.25 * tex_noise_f(p); p *= 2.02;
f += 0.125 * tex_noise_f(p); p *= 2.03;
f += 0.0625 * tex_noise_f(p);
return 1.0 - f;
}
" ;
// Based on noise created by Nikita Miropolskiy, nikat/2013
// Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
public static var str_tex_musgrave = "
vec3 random3(const vec3 c) {
float j = 4096.0 * sin(dot(c, vec3(17.0, 59.4, 15.0)));
vec3 r;
r.z = fract(512.0 * j);
j *= 0.125;
r.x = fract(512.0 * j);
j *= 0.125;
r.y = fract(512.0 * j);
return r - 0.5;
}
float tex_musgrave_f(const vec3 p) {
const float F3 = 0.3333333;
const float G3 = 0.1666667;
vec3 s = floor(p + dot(p, vec3(F3, F3, F3)));
vec3 x = p - s + dot(s, vec3(G3, G3, G3));
vec3 e = step(vec3(0.0, 0.0, 0.0), x - x.yzx);
vec3 i1 = e*(1.0 - e.zxy);
vec3 i2 = 1.0 - e.zxy*(1.0 - e);
vec3 x1 = x - i1 + G3;
vec3 x2 = x - i2 + 2.0*G3;
vec3 x3 = x - 1.0 + 3.0*G3;
vec4 w, d;
w.x = dot(x, x);
w.y = dot(x1, x1);
w.z = dot(x2, x2);
w.w = dot(x3, x3);
w = max(0.6 - w, 0.0);
d.x = dot(random3(s), x);
d.y = dot(random3(s + i1), x1);
d.z = dot(random3(s + i2), x2);
d.w = dot(random3(s + 1.0), x3);
w *= w;
w *= w;
d *= w;
return clamp(dot(d, vec4(52.0, 52.0, 52.0, 52.0)), 0.0, 1.0);
}
" ;
public static var str_hue_sat = "
vec3 hsv_to_rgb(const vec3 c) {
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const vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
vec3 rgb_to_hsv(const vec3 c) {
const vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hue_sat(const vec3 col, const vec4 shift) {
vec3 hsv = rgb_to_hsv(col);
hsv.x += shift.x;
hsv.y *= shift.y;
hsv.z *= shift.z;
return mix(hsv_to_rgb(hsv), col, shift.w);
}
" ;
// https://twitter.com/Donzanoid/status/903424376707657730
public static var str_wavelength_to_rgb = "
vec3 wavelength_to_rgb(const float t) {
vec3 r = t * 2.1 - vec3(1.8, 1.14, 0.3);
return 1.0 - r * r;
}
" ;
public static var str_tex_magic = "
vec3 tex_magic(const vec3 p) {
float a = 1.0 - (sin(p.x) + sin(p.y));
float b = 1.0 - sin(p.x - p.y);
float c = 1.0 - sin(p.x + p.y);
return vec3(a, b, c);
}
float tex_magic_f(const vec3 p) {
vec3 c = tex_magic(p);
return (c.x + c.y + c.z) / 3.0;
}
" ;
public static var str_tex_brick = "
vec3 tex_brick(vec3 p, const vec3 c1, const vec3 c2, const vec3 c3) {
p /= vec3(0.9, 0.49, 0.49) / 2;
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if (fract(p.y * 0.5) > 0.5) p.x += 0.5;
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p = fract(p);
vec3 b = step(p, vec3(0.95, 0.9, 0.9));
return mix(c3, c1, b.x * b.y * b.z);
}
float tex_brick_f(vec3 p) {
p /= vec3(0.9, 0.49, 0.49) / 2;
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if (fract(p.y * 0.5) > 0.5) p.x += 0.5;
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p = fract(p);
vec3 b = step(p, vec3(0.95, 0.9, 0.9));
return mix(1.0, 0.0, b.x * b.y * b.z);
}
" ;
public static var str_tex_wave = "
float tex_wave_f(const vec3 p) {
return 1.0 - sin((p.x + p.y) * 10.0);
}
" ;
public static var str_brightcontrast = "
vec3 brightcontrast(const vec3 col, const float bright, const float contr) {
float a = 1.0 + contr;
float b = bright - contr * 0.5;
return max(a * col + b, 0.0);
}
" ;
//
public static var str_traceAO = "
float traceConeAO(sampler3D voxels, const vec3 origin, vec3 dir, const float aperture, const float maxDist, const float offset) {
const ivec3 voxelgiResolution = ivec3(256, 256, 256);
const float voxelgiStep = 1.0;
const float VOXEL_SIZE = (2.0 / voxelgiResolution.x) * voxelgiStep;
dir = normalize(dir);
float sampleCol = 0.0;
float dist = offset;
float diam = dist * aperture;
vec3 samplePos;
while (sampleCol < 1.0 && dist < maxDist) {
samplePos = dir * dist + origin;
float mip = max(log2(diam * voxelgiResolution.x), 0);
float mipSample = textureLod(voxels, samplePos * 0.5 + vec3(0.5, 0.5, 0.5), mip).r;
sampleCol += (1 - sampleCol) * mipSample;
dist += max(diam / 2, VOXEL_SIZE);
diam = dist * aperture;
}
return sampleCol;
}
vec3 tangent(const vec3 n) {
vec3 t1 = cross(n, vec3(0, 0, 1));
vec3 t2 = cross(n, vec3(0, 1, 0));
if (length(t1) > length(t2)) return normalize(t1);
else return normalize(t2);
}
float traceAO(const vec3 origin, const vec3 normal, const float vrange, const float voffset) {
const float angleMix = 0.5f;
const float aperture = 0.55785173935;
vec3 o1 = normalize(tangent(normal));
vec3 o2 = normalize(cross(o1, normal));
vec3 c1 = 0.5f * (o1 + o2);
vec3 c2 = 0.5f * (o1 - o2);
float MAX_DISTANCE = 1.73205080757 * 2.0 * vrange;
const ivec3 voxelgiResolution = ivec3(256, 256, 256);
const float voxelgiStep = 1.0;
const float VOXEL_SIZE = (2.0 / voxelgiResolution.x) * voxelgiStep;
float offset = 1.5 * VOXEL_SIZE * 2.5 * voffset;
float col = traceConeAO(voxels, origin, normal, aperture, MAX_DISTANCE, offset);
col += traceConeAO(voxels, origin, mix(normal, o1, angleMix), aperture, MAX_DISTANCE, offset);
col += traceConeAO(voxels, origin, mix(normal, o2, angleMix), aperture, MAX_DISTANCE, offset);
col += traceConeAO(voxels, origin, mix(normal, -c1, angleMix), aperture, MAX_DISTANCE, offset);
col += traceConeAO(voxels, origin, mix(normal, -c2, angleMix), aperture, MAX_DISTANCE, offset);
col += traceConeAO(voxels, origin, mix(normal, -o1, angleMix), aperture, MAX_DISTANCE, offset);
col += traceConeAO(voxels, origin, mix(normal, -o2, angleMix), aperture, MAX_DISTANCE, offset);
col += traceConeAO(voxels, origin, mix(normal, c1, angleMix), aperture, MAX_DISTANCE, offset);
col += traceConeAO(voxels, origin, mix(normal, c2, angleMix), aperture, MAX_DISTANCE, offset);
return col / 9.0;
}
" ;
public static var str_cotangentFrame = "
mat3 cotangentFrame(const vec3 n, const vec3 p, const vec2 duv1, const vec2 duv2) {
vec3 dp1 = dFdx(p);
vec3 dp2 = dFdy(p);
vec3 dp2perp = cross(dp2, n);
vec3 dp1perp = cross(n, dp1);
vec3 t = dp2perp * duv1.x + dp1perp * duv2.x;
vec3 b = dp2perp * duv1.y + dp1perp * duv2.y;
float invmax = inversesqrt(max(dot(t, t), dot(b, b)));
return mat3(t * invmax, b * invmax, n);
}
mat3 cotangentFrame(const vec3 n, const vec3 p, const vec2 texCoord) {
return cotangentFrame(n, p, dFdx(texCoord), dFdy(texCoord));
}
" ;
public static var str_octahedronWrap = "
vec2 octahedronWrap(const vec2 v) {
return (1.0 - abs(v.yx)) * (vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0));
}
" ;
public static var str_packFloat2 = "
float packFloat2(const float f1, const float f2) {
return floor(f1 * 255.0) + min(f2, 1.0 - 1.0 / 100.0);
}
" ;
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public static var str_packFloatInt16 = "
float packFloatInt16(const float f, const uint i) {
const float prec = float(1 << 16);
const float maxi = float(1 << 4);
const float precMinusOne = prec - 1.0;
const float t1 = ((prec / maxi) - 1.0) / precMinusOne;
const float t2 = (prec / maxi) / precMinusOne;
return t1 * f + t2 * float(i);
}
" ;
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#if arm_skin
public static var str_getSkinningDualQuat = "
void getSkinningDualQuat(const ivec4 bone, vec4 weight, out vec4 A, inout vec4 B) {
ivec4 bonei = bone * 2;
mat4 matA = mat4(
skinBones[bonei.x],
skinBones[bonei.y],
skinBones[bonei.z],
skinBones[bonei.w]);
mat4 matB = mat4(
skinBones[bonei.x + 1],
skinBones[bonei.y + 1],
skinBones[bonei.z + 1],
skinBones[bonei.w + 1]);
weight.xyz *= sign(mul(matA, matA[3])).xyz;
A = mul(weight, matA);
B = mul(weight, matB);
float invNormA = 1.0 / length(A);
A *= invNormA;
B *= invNormA;
}
" ;
#end
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// Created by Inigo Quilez
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
public static var str_udQuad = "
float dot2(vec3 v) { return dot(v, v); }
float udQuad(vec3 p, vec3 a, vec3 b, vec3 c, vec3 d) {
vec3 ba = b - a; vec3 pa = p - a;
vec3 cb = c - b; vec3 pb = p - b;
vec3 dc = d - c; vec3 pc = p - c;
vec3 ad = a - d; vec3 pd = p - d;
vec3 nor = cross(ba, ad);
return sqrt(
(sign(dot(cross(ba, nor), pa)) +
sign(dot(cross(cb, nor), pb)) +
sign(dot(cross(dc, nor), pc)) +
sign(dot(cross(ad, nor), pd)) < 3.0)
?
min(min(min(
dot2(ba * clamp(dot(ba, pa) / dot2(ba), 0.0, 1.0) - pa),
dot2(cb * clamp(dot(cb, pb) / dot2(cb), 0.0, 1.0) - pb)),
dot2(dc * clamp(dot(dc, pc) / dot2(dc), 0.0, 1.0) - pc)),
dot2(ad * clamp(dot(ad, pd) / dot2(ad), 0.0, 1.0) - pd))
:
dot(nor, pa) * dot(nor, pa) / dot2(nor));
}
" ;
public static var str_createBasis = "
void createBasis(vec3 normal, out vec3 tangent, out vec3 binormal) {
vec3 v1 = cross(normal, vec3(1.0, 0.0, 0.0));
vec3 v2 = cross(normal, vec3(0.0, 1.0, 0.0));
tangent = length(v1) > length(v2) ? v1 : v2;
binormal = cross(tangent, normal);
}
" ;
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}