316 lines
10 KiB
Haxe
316 lines
10 KiB
Haxe
package arm.node;
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class MaterialFunctions {
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public static var str_tex_checker = "
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vec3 tex_checker(const vec3 co, const vec3 col1, const vec3 col2, const float scale) {
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// Prevent precision issues on unit coordinates
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vec3 p = (co + 0.000001 * 0.999999) * scale;
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float xi = abs(floor(p.x));
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float yi = abs(floor(p.y));
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float zi = abs(floor(p.z));
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bool check = ((mod(xi, 2.0) == mod(yi, 2.0)) == bool(mod(zi, 2.0)));
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return check ? col1 : col2;
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}
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float tex_checker_f(const vec3 co, const float scale) {
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vec3 p = (co + 0.000001 * 0.999999) * scale;
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float xi = abs(floor(p.x));
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float yi = abs(floor(p.y));
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float zi = abs(floor(p.z));
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return float((mod(xi, 2.0) == mod(yi, 2.0)) == bool(mod(zi, 2.0)));
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}
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";
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// Created by inigo quilez - iq/2013
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// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
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public static var str_tex_voronoi = "
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vec4 tex_voronoi(const vec3 x) {
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vec3 p = floor(x);
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vec3 f = fract(x);
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float id = 0.0;
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float res = 100.0;
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for (int k = -1; k <= 1; k++)
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for (int j = -1; j <= 1; j++)
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for (int i = -1; i <= 1; i++) {
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vec3 b = vec3(float(i), float(j), float(k));
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vec3 pb = p + b;
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vec3 r = vec3(b) - f + texture(snoise256, (pb.xy + vec2(3.0, 1.0) * pb.z + 0.5) / 256.0).xyz;
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float d = dot(r, r);
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if (d < res) {
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id = dot(p + b, vec3(1.0, 57.0, 113.0));
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res = d;
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}
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}
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vec3 col = 0.5 + 0.5 * cos(id * 0.35 + vec3(0.0, 1.0, 2.0));
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return vec4(col, sqrt(res));
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}
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";
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// By Morgan McGuire @morgan3d, http://graphicscodex.com Reuse permitted under the BSD license.
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// https://www.shadertoy.com/view/4dS3Wd
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public static var str_tex_noise = "
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float hash(float n) { return fract(sin(n) * 1e4); }
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float tex_noise_f(vec3 x) {
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const vec3 step = vec3(110, 241, 171);
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vec3 i = floor(x);
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vec3 f = fract(x);
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float n = dot(i, step);
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vec3 u = f * f * (3.0 - 2.0 * f);
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return mix(mix(mix(hash(n + dot(step, vec3(0, 0, 0))), hash(n + dot(step, vec3(1, 0, 0))), u.x),
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mix(hash(n + dot(step, vec3(0, 1, 0))), hash(n + dot(step, vec3(1, 1, 0))), u.x), u.y),
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mix(mix(hash(n + dot(step, vec3(0, 0, 1))), hash(n + dot(step, vec3(1, 0, 1))), u.x),
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mix(hash(n + dot(step, vec3(0, 1, 1))), hash(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z);
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}
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float tex_noise(vec3 p) {
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p *= 1.25;
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float f = 0.5 * tex_noise_f(p); p *= 2.01;
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f += 0.25 * tex_noise_f(p); p *= 2.02;
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f += 0.125 * tex_noise_f(p); p *= 2.03;
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f += 0.0625 * tex_noise_f(p);
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return 1.0 - f;
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}
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";
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// Based on noise created by Nikita Miropolskiy, nikat/2013
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// Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
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public static var str_tex_musgrave = "
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vec3 random3(const vec3 c) {
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float j = 4096.0 * sin(dot(c, vec3(17.0, 59.4, 15.0)));
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vec3 r;
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r.z = fract(512.0 * j);
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j *= 0.125;
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r.x = fract(512.0 * j);
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j *= 0.125;
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r.y = fract(512.0 * j);
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return r - 0.5;
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}
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float tex_musgrave_f(const vec3 p) {
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const float F3 = 0.3333333;
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const float G3 = 0.1666667;
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vec3 s = floor(p + dot(p, vec3(F3, F3, F3)));
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vec3 x = p - s + dot(s, vec3(G3, G3, G3));
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vec3 e = step(vec3(0.0, 0.0, 0.0), x - x.yzx);
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vec3 i1 = e*(1.0 - e.zxy);
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vec3 i2 = 1.0 - e.zxy*(1.0 - e);
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vec3 x1 = x - i1 + G3;
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vec3 x2 = x - i2 + 2.0*G3;
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vec3 x3 = x - 1.0 + 3.0*G3;
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vec4 w, d;
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w.x = dot(x, x);
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w.y = dot(x1, x1);
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w.z = dot(x2, x2);
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w.w = dot(x3, x3);
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w = max(0.6 - w, 0.0);
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d.x = dot(random3(s), x);
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d.y = dot(random3(s + i1), x1);
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d.z = dot(random3(s + i2), x2);
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d.w = dot(random3(s + 1.0), x3);
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w *= w;
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w *= w;
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d *= w;
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return clamp(dot(d, vec4(52.0, 52.0, 52.0, 52.0)), 0.0, 1.0);
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}
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";
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public static var str_hue_sat = "
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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);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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vec3 rgb_to_hsv(const vec3 c) {
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const vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hue_sat(const vec3 col, const vec4 shift) {
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vec3 hsv = rgb_to_hsv(col);
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hsv.x += shift.x;
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hsv.y *= shift.y;
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hsv.z *= shift.z;
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return mix(hsv_to_rgb(hsv), col, shift.w);
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}
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";
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// https://twitter.com/Donzanoid/status/903424376707657730
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public static var str_wavelength_to_rgb = "
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vec3 wavelength_to_rgb(const float t) {
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vec3 r = t * 2.1 - vec3(1.8, 1.14, 0.3);
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return 1.0 - r * r;
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}
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";
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public static var str_tex_magic = "
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vec3 tex_magic(const vec3 p) {
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float a = 1.0 - (sin(p.x) + sin(p.y));
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float b = 1.0 - sin(p.x - p.y);
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float c = 1.0 - sin(p.x + p.y);
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return vec3(a, b, c);
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}
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float tex_magic_f(const vec3 p) {
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vec3 c = tex_magic(p);
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return (c.x + c.y + c.z) / 3.0;
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}
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";
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public static var str_tex_brick = "
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vec3 tex_brick(vec3 p, const vec3 c1, const vec3 c2, const vec3 c3) {
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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);
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vec3 b = step(p, vec3(0.95, 0.9, 0.9));
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return mix(c3, c1, b.x * b.y * b.z);
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}
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float tex_brick_f(vec3 p) {
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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);
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vec3 b = step(p, vec3(0.95, 0.9, 0.9));
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return mix(1.0, 0.0, b.x * b.y * b.z);
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}
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";
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public static var str_tex_wave = "
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float tex_wave_f(const vec3 p) {
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return 1.0 - sin((p.x + p.y) * 10.0);
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}
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";
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public static var str_brightcontrast = "
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vec3 brightcontrast(const vec3 col, const float bright, const float contr) {
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float a = 1.0 + contr;
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float b = bright - contr * 0.5;
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return max(a * col + b, 0.0);
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}
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";
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//
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static inline var voxRes = arm.render.Inc.getVoxelRes();
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public static var str_traceAO = '
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float traceConeAO(sampler3D voxels, const vec3 origin, vec3 dir, const float aperture, const float maxDist, const float offset) {
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const ivec3 voxelgiResolution = ivec3($voxRes, $voxRes, $voxRes);
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const float voxelgiStep = 1.0;
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const float VOXEL_SIZE = (2.0 / voxelgiResolution.x) * voxelgiStep;
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dir = normalize(dir);
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float sampleCol = 0.0;
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float dist = offset;
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float diam = dist * aperture;
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vec3 samplePos;
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while (sampleCol < 1.0 && dist < maxDist) {
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samplePos = dir * dist + origin;
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float mip = max(log2(diam * voxelgiResolution.x), 0);
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float mipSample = textureLod(voxels, samplePos * 0.5 + vec3(0.5, 0.5, 0.5), mip).r;
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sampleCol += (1 - sampleCol) * mipSample;
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dist += max(diam / 2, VOXEL_SIZE);
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diam = dist * aperture;
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}
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return sampleCol;
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}
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vec3 tangent(const vec3 n) {
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vec3 t1 = cross(n, vec3(0, 0, 1));
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vec3 t2 = cross(n, vec3(0, 1, 0));
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if (length(t1) > length(t2)) return normalize(t1);
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else return normalize(t2);
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}
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float traceAO(const vec3 origin, const vec3 normal, const float vrange, const float voffset) {
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const float angleMix = 0.5f;
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const float aperture = 0.55785173935;
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vec3 o1 = normalize(tangent(normal));
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vec3 o2 = normalize(cross(o1, normal));
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vec3 c1 = 0.5f * (o1 + o2);
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vec3 c2 = 0.5f * (o1 - o2);
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float MAX_DISTANCE = 1.73205080757 * 2.0 * vrange;
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const ivec3 voxelgiResolution = ivec3($voxRes, $voxRes, $voxRes);
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const float voxelgiStep = 1.0;
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const float VOXEL_SIZE = (2.0 / voxelgiResolution.x) * voxelgiStep;
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float offset = 1.5 * VOXEL_SIZE * 2.5 * voffset;
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float col = traceConeAO(voxels, origin, normal, aperture, MAX_DISTANCE, offset);
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col += traceConeAO(voxels, origin, mix(normal, o1, angleMix), aperture, MAX_DISTANCE, offset);
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col += traceConeAO(voxels, origin, mix(normal, o2, angleMix), aperture, MAX_DISTANCE, offset);
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col += traceConeAO(voxels, origin, mix(normal, -c1, angleMix), aperture, MAX_DISTANCE, offset);
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col += traceConeAO(voxels, origin, mix(normal, -c2, angleMix), aperture, MAX_DISTANCE, offset);
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col += traceConeAO(voxels, origin, mix(normal, -o1, angleMix), aperture, MAX_DISTANCE, offset);
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col += traceConeAO(voxels, origin, mix(normal, -o2, angleMix), aperture, MAX_DISTANCE, offset);
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col += traceConeAO(voxels, origin, mix(normal, c1, angleMix), aperture, MAX_DISTANCE, offset);
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col += traceConeAO(voxels, origin, mix(normal, c2, angleMix), aperture, MAX_DISTANCE, offset);
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return col / 9.0;
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}
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';
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public static var str_cotangentFrame = "
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mat3 cotangentFrame(const vec3 n, const vec3 p, const vec2 duv1, const vec2 duv2) {
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vec3 dp1 = dFdx(p);
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vec3 dp2 = dFdy(p);
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vec3 dp2perp = cross(dp2, n);
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vec3 dp1perp = cross(n, dp1);
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vec3 t = dp2perp * duv1.x + dp1perp * duv2.x;
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vec3 b = dp2perp * duv1.y + dp1perp * duv2.y;
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float invmax = inversesqrt(max(dot(t, t), dot(b, b)));
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return mat3(t * invmax, b * invmax, n);
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}
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mat3 cotangentFrame(const vec3 n, const vec3 p, const vec2 texCoord) {
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return cotangentFrame(n, p, dFdx(texCoord), dFdy(texCoord));
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}
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";
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public static var str_octahedronWrap = "
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vec2 octahedronWrap(const vec2 v) {
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return (1.0 - abs(v.yx)) * (vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0));
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}
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";
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public static var str_packFloat2 = "
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float packFloat2(const float f1, const float f2) {
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return floor(f1 * 255.0) + min(f2, 1.0 - 1.0 / 100.0);
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}
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";
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public static var str_packFloatInt16 = "
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float packFloatInt16(const float f, const uint i) {
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const float prec = float(1 << 16);
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const float maxi = float(1 << 4);
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const float precMinusOne = prec - 1.0;
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const float t1 = ((prec / maxi) - 1.0) / precMinusOne;
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const float t2 = (prec / maxi) / precMinusOne;
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return t1 * f + t2 * float(i);
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}
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";
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#if arm_skin
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public static var str_getSkinningDualQuat = "
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void getSkinningDualQuat(const ivec4 bone, vec4 weight, out vec4 A, inout vec4 B) {
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ivec4 bonei = bone * 2;
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mat4 matA = mat4(
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skinBones[bonei.x],
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skinBones[bonei.y],
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skinBones[bonei.z],
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skinBones[bonei.w]);
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mat4 matB = mat4(
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skinBones[bonei.x + 1],
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skinBones[bonei.y + 1],
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skinBones[bonei.z + 1],
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skinBones[bonei.w + 1]);
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weight.xyz *= sign(mul(matA, matA[3])).xyz;
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A = mul(weight, matA);
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B = mul(weight, matB);
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float invNormA = 1.0 / length(A);
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A *= invNormA;
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B *= invNormA;
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}
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";
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#end
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public static var str_createBasis = "
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void createBasis(vec3 normal, out vec3 tangent, out vec3 binormal) {
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tangent = normalize(cameraRight - normal * dot(cameraRight, normal));
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binormal = cross(tangent, normal);
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}
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";
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}
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