143 lines
4.8 KiB
Python
143 lines
4.8 KiB
Python
str_tex_checker = """vec3 tex_checker(const vec3 co, const vec3 col1, const vec3 col2, const float scale) {
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vec3 p = co * scale;
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// Prevent precision issues on unit coordinates
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//p.x = (p.x + 0.000001) * 0.999999;
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//p.y = (p.y + 0.000001) * 0.999999;
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//p.z = (p.z + 0.000001) * 0.999999;
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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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vec3 tex_checker(const vec2 co, const vec3 col1, const vec3 col2, const float scale) {
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return tex_checker(vec3(co.x, co.y, 1.0), col1, col2, scale);
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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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str_tex_voronoi = """//vec3 hash(vec3 x) {
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//return texture(snoise, (x.xy + vec2(3.0, 1.0) * x.z + 0.5) / 64.0, -100.0).xyz;
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//x = vec3(dot(x, vec3(127.1, 311.7, 74.7)),
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// dot(x, vec3(269.5, 183.3, 246.1)),
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// dot(x, vec3(113.5, 271.9, 124.6)));
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//return fract(sin(x) * 43758.5453123);
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//}
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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(snoise, (pb.xy + vec2(3.0, 1.0) * pb.z + 0.5) / 64.0, -100.0).xyz; // No bias in tese
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vec3 r = vec3(b) - f + texture(snoise, (pb.xy + vec2(3.0, 1.0) * pb.z + 0.5) / 64.0).xyz;
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//vec3 r = vec3(b) - f + hash(p + b);
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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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vec4 tex_voronoi(const vec2 x) {
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return tex_voronoi(vec3(x.x, x.y, 1.0));
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}
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"""
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# str_tex_noise = """
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# float tex_noise_f(const vec3 x) {
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# vec3 p = floor(x);
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# vec3 f = fract(x);
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# f = f * f * (3.0 - 2.0 * f);
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# vec2 uv = (p.xy + vec2(37.0, 17.0) * p.z) + f.xy;
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# vec2 rg = texture(snoisea, (uv + 0.5) / 64.0, -100.0).yx;
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# return mix(rg.x, rg.y, f.z);
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# }
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# float tex_noise(vec3 q) {
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# //return fract(sin(dot(q.xy, vec2(12.9898,78.233))) * 43758.5453);
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# q *= 2.0; // Match to Cycles
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# const mat3 m = mat3(0.00, 0.80, 0.60, -0.80, 0.36, -0.48, -0.60, -0.48, 0.64);
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# float f = 0.5000 * tex_noise_f(q); q = m * q * 2.01;
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# f += 0.2500 * tex_noise_f(q); q = m * q * 2.02;
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# f += 0.1250 * tex_noise_f(q); q = m * q * 2.03;
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# f += 0.0625 * tex_noise_f(q); q = m * q * 2.01;
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# return pow(f, 3.0);
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# }
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# """
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# Created by Nikita Miropolskiy, nikat/2013
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# Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
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str_tex_noise = """
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vec3 random3(const vec3 c) {
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// Might not be precise on lowp floats
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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_noise_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)));
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vec3 x = p - s + dot(s, vec3(G3));
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vec3 e = step(vec3(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)), 0.0, 1.0);
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}
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float tex_noise(const vec3 p) {
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return 0.5333333 * tex_noise_f(0.5 * p)
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+ 0.2666667 * tex_noise_f(p)
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+ 0.1333333 * tex_noise_f(2.0 * p)
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+ 0.0666667 * tex_noise_f(4.0 * p);
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}
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float tex_noise(const vec2 p) {
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return tex_noise(vec3(p.x, p.y, 1.0));
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}
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"""
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str_hsv_to_rgb = """
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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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"""
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str_rgb_to_hsv = """
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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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"""
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