Files
armorpaint/base/sources/strings.ts
T
2025-02-12 19:43:34 +01:00

387 lines
12 KiB
TypeScript

function strings_arm_file_expected(): string {
return tr("Error: .arm file expected");
}
function strings_unknown_asset_format(): string {
return tr("Error: Unknown asset format");
}
function strings_could_not_locate_texture(): string {
return tr("Error: Could not locate texture");
}
function strings_failed_to_read_mesh_data(): string {
return tr("Error: Failed to read mesh data");
}
function strings_check_internet_connection(): string {
return tr("Error: Check internet connection to access the cloud");
}
function strings_asset_already_imported(): string {
return tr("Info: Asset already imported");
}
function strings_graphics_api(): string {
///if arm_direct3d12
return "Direct3D12";
///elseif arm_metal
return "Metal";
///else
return "Vulkan";
///end
}
let str_tex_checker: string = " \
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
let str_tex_voronoi: string = " \
vec4 tex_voronoi(const vec3 x, textureArg(snoise256)) { \
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
let str_tex_noise: string = " \
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
let str_tex_musgrave: string = " \
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); \
} \
";
let str_hue_sat: string = " \
vec3 hsv_to_rgb(const vec3 c) { \
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); \
} \
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
let str_wavelength_to_rgb: string = " \
vec3 wavelength_to_rgb(const float t) { \
vec3 r = t * 2.1 - vec3(1.8, 1.14, 0.3); \
return 1.0 - r * r; \
} \
";
let str_tex_magic: string = " \
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; \
} \
";
let str_tex_brick: string = " \
float tex_brick_noise(int n) { \
int nn; \
n = (n >> 13) ^ n; \
nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff; \
return 0.5f * float(nn) / 1073741824.0; \
} \
vec3 tex_brick(vec3 p, const vec3 c1, const vec3 c2, const vec3 c3) { \
vec3 brick_size = vec3(0.9, 0.49, 0.49); \
vec3 mortar_size = vec3(0.05, 0.1, 0.1); \
p /= brick_size / 2; \
if (fract(p.y * 0.5) > 0.5) p.x += 0.5; \
float col = floor(p.x / (brick_size.x + (mortar_size.x * 2.0))); \
float row = p.y; \
p = fract(p); \
vec3 b = step(p, 1.0 - mortar_size); \
float tint = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 0xFFFF)), 0.0), 1.0); \
return mix(c3, mix(c1, c2, tint), b.x * b.y * b.z); \
} \
float tex_brick_f(vec3 p) { \
p /= vec3(0.9, 0.49, 0.49) / 2; \
if (fract(p.y * 0.5) > 0.5) p.x += 0.5; \
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); \
} \
";
let str_tex_wave: string = " \
float tex_wave_f(const vec3 p) { \
return 1.0 - sin((p.x + p.y) * 10.0); \
} \
";
let str_brightcontrast: string = " \
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); \
} \
";
let str_cotangent_frame: string = " \
mat3 cotangent_frame(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 cotangent_frame(const vec3 n, const vec3 p, const vec2 tex_coord) { \
return cotangent_frame(n, p, dFdx(tex_coord), dFdy(tex_coord)); \
} \
";
let str_octahedron_wrap: string = " \
vec2 octahedron_wrap(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)); \
} \
";
let str_pack_float_int16: string = " \
float pack_f32_i16(const float f, const uint i) { \
const float prec = float(1 << 16); \
const float maxi = float(1 << 4); \
const float prec_minus_one = prec - 1.0; \
const float t1 = ((prec / maxi) - 1.0) / prec_minus_one; \
const float t2 = (prec / maxi) / prec_minus_one; \
return t1 * f + t2 * float(i); \
} \
";
///if arm_skin
let str_get_skinning_dual_quat: string = " \
void get_skinning_dual_quat(const ivec4 bone, vec4 weight, out vec4 A, inout vec4 B) { \
ivec4 bonei = bone * 2; \
mat4 mat_a = mat4( \
skin_bones[bonei.x], \
skin_bones[bonei.y], \
skin_bones[bonei.z], \
skin_bones[bonei.w]); \
mat4 mat_b = mat4( \
skin_bones[bonei.x + 1], \
skin_bones[bonei.y + 1], \
skin_bones[bonei.z + 1], \
skin_bones[bonei.w + 1]); \
weight.xyz *= sign(mul(mat_a, mat_a[3])).xyz; \
A = mul(weight, mat_a); \
B = mul(weight, mat_b); \
float inv_norm_a = 1.0 / length(A); \
A *= inv_norm_a; \
B *= inv_norm_a; \
} \
";
///end
let str_create_basis: string = " \
void create_basis(vec3 normal, out vec3 tangent, out vec3 binormal) { \
tangent = normalize(camera_right - normal * dot(camera_right, normal)); \
binormal = cross(tangent, normal); \
} \
";
function str_sh_irradiance(): string {
///if arm_metal
return "vec3 sh_irradiance(const vec3 nor, constant vec4 shirr[7]) { \
const float c1 = 0.429043; \
const float c2 = 0.511664; \
const float c3 = 0.743125; \
const float c4 = 0.886227; \
const float c5 = 0.247708; \
vec3 cl00 = vec3(shirr[0].x, shirr[0].y, shirr[0].z); \
vec3 cl1m1 = vec3(shirr[0].w, shirr[1].x, shirr[1].y); \
vec3 cl10 = vec3(shirr[1].z, shirr[1].w, shirr[2].x); \
vec3 cl11 = vec3(shirr[2].y, shirr[2].z, shirr[2].w); \
vec3 cl2m2 = vec3(shirr[3].x, shirr[3].y, shirr[3].z); \
vec3 cl2m1 = vec3(shirr[3].w, shirr[4].x, shirr[4].y); \
vec3 cl20 = vec3(shirr[4].z, shirr[4].w, shirr[5].x); \
vec3 cl21 = vec3(shirr[5].y, shirr[5].z, shirr[5].w); \
vec3 cl22 = vec3(shirr[6].x, shirr[6].y, shirr[6].z); \
return ( \
c1 * cl22 * (nor.y * nor.y - (-nor.z) * (-nor.z)) + \
c3 * cl20 * nor.x * nor.x + \
c4 * cl00 - \
c5 * cl20 + \
2.0 * c1 * cl2m2 * nor.y * (-nor.z) + \
2.0 * c1 * cl21 * nor.y * nor.x + \
2.0 * c1 * cl2m1 * (-nor.z) * nor.x + \
2.0 * c2 * cl11 * nor.y + \
2.0 * c2 * cl1m1 * (-nor.z) + \
2.0 * c2 * cl10 * nor.x \
); \
} \
";
///else
return "vec3 sh_irradiance(const vec3 nor, const vec4 shirr[7]) { \
const float c1 = 0.429043; \
const float c2 = 0.511664; \
const float c3 = 0.743125; \
const float c4 = 0.886227; \
const float c5 = 0.247708; \
vec3 cl00 = vec3(shirr[0].x, shirr[0].y, shirr[0].z); \
vec3 cl1m1 = vec3(shirr[0].w, shirr[1].x, shirr[1].y); \
vec3 cl10 = vec3(shirr[1].z, shirr[1].w, shirr[2].x); \
vec3 cl11 = vec3(shirr[2].y, shirr[2].z, shirr[2].w); \
vec3 cl2m2 = vec3(shirr[3].x, shirr[3].y, shirr[3].z); \
vec3 cl2m1 = vec3(shirr[3].w, shirr[4].x, shirr[4].y); \
vec3 cl20 = vec3(shirr[4].z, shirr[4].w, shirr[5].x); \
vec3 cl21 = vec3(shirr[5].y, shirr[5].z, shirr[5].w); \
vec3 cl22 = vec3(shirr[6].x, shirr[6].y, shirr[6].z); \
return ( \
c1 * cl22 * (nor.y * nor.y - (-nor.z) * (-nor.z)) + \
c3 * cl20 * nor.x * nor.x + \
c4 * cl00 - \
c5 * cl20 + \
2.0 * c1 * cl2m2 * nor.y * (-nor.z) + \
2.0 * c1 * cl21 * nor.y * nor.x + \
2.0 * c1 * cl2m1 * (-nor.z) * nor.x + \
2.0 * c2 * cl11 * nor.y + \
2.0 * c2 * cl1m1 * (-nor.z) + \
2.0 * c2 * cl10 * nor.x \
); \
} \
";
///end
}
let str_envmap_equirect: string = " \
vec2 envmap_equirect(const vec3 normal, const float angle) { \
const float PI = 3.1415926535; \
const float PI2 = PI * 2.0; \
float phi = acos(normal.z); \
float theta = atan2(-normal.y, normal.x) + PI + angle; \
return vec2(theta / PI2, phi / PI); \
} \
";
let str_get_pos_nor_from_depth: string = " \
vec3 get_pos_from_depth(vec2 uv, mat4 invVP, textureArg(gbufferD)) { \n\
#ifdef GLSL \n\
float depth = textureLod(gbufferD, uv, 0.0).r; \n\
#else \n\
float depth = textureLod(gbufferD, vec2(uv.x, 1.0 - uv.y), 0.0).r; \n\
#endif \n\
vec4 wpos = vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0); \
wpos = mul(wpos, invVP); \
return wpos.xyz / wpos.w; \
} \
vec3 get_nor_from_depth(vec3 p0, vec2 uv, mat4 invVP, vec2 tex_step, textureArg(gbufferD)) { \
vec3 p1 = get_pos_from_depth(uv + vec2(tex_step.x * 4.0, 0.0), invVP, texturePass(gbufferD)); \
vec3 p2 = get_pos_from_depth(uv + vec2(0.0, tex_step.y * 4.0), invVP, texturePass(gbufferD)); \
return normalize(cross(p2 - p0, p1 - p0)); \
} \
";