Files
armorpaint/paint/sources/material_nodes/noise_texture_node.ts
T
2025-10-07 13:32:44 +02:00

110 lines
3.6 KiB
TypeScript

function noise_texture_node_init() {
array_push(nodes_material_texture, noise_texture_node_def);
map_set(parser_material_node_vectors, "TEX_NOISE", noise_texture_node_vector);
map_set(parser_material_node_values, "TEX_NOISE", noise_texture_node_value);
}
let str_tex_noise: string = "\
fun hash(n: float): float { return frac(sin(n) * 10000.0); } \
fun tex_noise_f(x: float3): float { \
var step: float3 = float3(110.0, 241.0, 171.0); \
var i: float3 = floor3(x); \
var f: float3 = frac3(x); \
var n: float = dot(i, step); \
var u: float3 = f * f * (3.0 - 2.0 * f); \
return lerp(lerp(lerp(hash(n + dot(step, float3(0.0, 0.0, 0.0))), hash(n + dot(step, float3(1.0, 0.0, 0.0))), u.x), \
lerp(hash(n + dot(step, float3(0.0, 1.0, 0.0))), hash(n + dot(step, float3(1.0, 1.0, 0.0))), u.x), u.y), \
lerp(lerp(hash(n + dot(step, float3(0.0, 0.0, 1.0))), hash(n + dot(step, float3(1.0, 0.0, 1.0))), u.x), \
lerp(hash(n + dot(step, float3(0.0, 1.0, 1.0))), hash(n + dot(step, float3(1.0, 1.0, 1.0))), u.x), u.y), u.z); \
} \
fun tex_noise(p: float3): float { \
p = p * 1.25; \
var f: float = 0.5 * tex_noise_f(p); p = p * 2.01; \
f += 0.25 * tex_noise_f(p); p = p * 2.02; \
f += 0.125 * tex_noise_f(p); p = p * 2.03; \
f += 0.0625 * tex_noise_f(p); \
return 1.0 - f; \
} \
";
function noise_texture_node_vector(node: ui_node_t, socket: ui_node_socket_t): string {
node_shader_add_function(parser_material_kong, str_tex_noise);
let co: string = parser_material_get_coord(node);
let scale: string = parser_material_parse_value_input(node.inputs[1]);
let res: string = "float3(tex_noise(" + co + " * " + scale + "), tex_noise(" + co + " * " + scale + " + 0.33), tex_noise(" + co + " * " + scale + " + 0.66))";
return res;
}
function noise_texture_node_value(node: ui_node_t, socket: ui_node_socket_t): string {
node_shader_add_function(parser_material_kong, str_tex_noise);
let co: string = parser_material_get_coord(node);
let scale: string = parser_material_parse_value_input(node.inputs[1]);
let res: string = "tex_noise(" + co + " * " + scale + ")";
return res;
}
let noise_texture_node_def: ui_node_t = {
id: 0,
name: _tr("Noise Texture"),
type: "TEX_NOISE",
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("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("Fac"),
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
};