function brick_texture_node_init() { array_push(nodes_material_texture, brick_texture_node_def); map_set(parser_material_node_vectors, "TEX_BRICK", brick_texture_node_vector); map_set(parser_material_node_values, "TEX_BRICK", brick_texture_node_value); } let str_tex_brick: string = "\ fun tex_brick_noise(n: int): float { \ var nn: int; \ n = (n >> 13) ^ n; \ /*nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;*/ \ nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647; \ return 0.5 * float(nn) / 1073741824.0; \ } \ fun tex_brick(p: float3, c1: float3, c2: float3, c3: float3): float3 { \ var brick_size: float3 = float3(0.9, 0.49, 0.49); \ var mortar_size: float3 = float3(0.05, 0.1, 0.1); \ p /= brick_size / 2.0; \ if (frac(p.y * 0.5) > 0.5) { p.x += 0.5; } \ var col: float = floor(p.x / (brick_size.x + (mortar_size.x * 2.0))); \ var row: float = p.y; \ p = frac3(p); \ var b: float3 = step3(p, 1.0 - mortar_size); \ /*var tint: float = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 0xffff)), 0.0), 1.0);*/ \ var tint: float = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 65535)), 0.0), 1.0); \ return lerp3(c3, lerp3(c1, c2, tint), b.x * b.y * b.z); \ } \ fun tex_brick_f(p: float3): float { \ p /= float3(0.9, 0.49, 0.49) / 2.0; \ if (frac(p.y * 0.5) > 0.5) { p.x += 0.5; } \ p = frac3(p); \ var b: float3 = step3(p, float3(0.95, 0.9, 0.9)); \ return lerp(1.0, 0.0, b.x * b.y * b.z); \ } \ "; function brick_texture_node_vector(node: ui_node_t, socket: ui_node_socket_t): string { node_shader_add_function(parser_material_kong, str_tex_brick); let co: string = parser_material_get_coord(node); let col1: string = parser_material_parse_vector_input(node.inputs[1]); let col2: string = parser_material_parse_vector_input(node.inputs[2]); let col3: string = parser_material_parse_vector_input(node.inputs[3]); let scale: string = parser_material_parse_value_input(node.inputs[4]); let res: string = "tex_brick(" + co + " * " + scale + ", " + col1 + ", " + col2 + ", " + col3 + ")"; return res; } function brick_texture_node_value(node: ui_node_t, socket: ui_node_socket_t): string { node_shader_add_function(parser_material_kong, str_tex_brick); let co: string = parser_material_get_coord(node); let scale: string = parser_material_parse_value_input(node.inputs[4]); let res: string = "tex_brick_f(" + co + " * " + scale + ")"; return res; } let brick_texture_node_def: ui_node_t = { id : 0, name : _tr("Brick Texture"), type : "TEX_BRICK", x : 0, y : 0, color : 0xff4982a0, inputs : [ { id : 0, node_id : 0, name : _tr("Vector"), type : "VECTOR", color : 0xff6363c7, default_value : f32_array_create_xyz(0.0, 0.0, 0.0), min : 0.0, max : 1.0, precision : 100, display : 0 }, { id : 0, node_id : 0, name : _tr("Color 1"), type : "RGBA", color : 0xffc7c729, default_value : f32_array_create_xyz(0.8, 0.8, 0.8), min : 0.0, max : 1.0, precision : 100, display : 0 }, { id : 0, node_id : 0, name : _tr("Color 2"), type : "RGBA", color : 0xffc7c729, default_value : f32_array_create_xyz(0.2, 0.2, 0.2), min : 0.0, max : 1.0, precision : 100, display : 0 }, { id : 0, node_id : 0, name : _tr("Mortar"), type : "RGBA", color : 0xffc7c729, default_value : f32_array_create_xyz(0.0, 0.0, 0.0), min : 0.0, max : 1.0, precision : 100, display : 0 }, { id : 0, node_id : 0, name : _tr("Scale"), type : "VALUE", color : 0xffa1a1a1, default_value : f32_array_create_x(5.0), min : 0.0, max : 10.0, precision : 100, display : 0 } ], outputs : [ { id : 0, node_id : 0, name : _tr("Color"), type : "RGBA", color : 0xffc7c729, default_value : f32_array_create_xyzw(0.8, 0.8, 0.8, 1.0), min : 0.0, max : 1.0, precision : 100, display : 0 }, { id : 0, node_id : 0, name : _tr("Factor"), type : "VALUE", color : 0xffa1a1a1, default_value : f32_array_create_x(1.0), min : 0.0, max : 1.0, precision : 100, display : 0 } ], buttons : [], width : 0, flags : 0 };