Files
forge-steel/default/inc_functions.glsl
T
2025-11-10 00:18:37 +01:00

390 lines
9.4 KiB
GLSL

#ifndef PI
#define PI 3.1415927
#endif
#include inc_res.glsl
#ifndef INC_FUNCTIONS
#define INC_FUNCTIONS
// BASICS
float istep(float x, float y) {
return 1 - step(x, y);
}
float estep(float x, float y) {
return smoothstep(x - 0.0001, x + 0.0001, y);
}
float iestep(float x, float y) {
return 1 - estep(x, y);
}
float ease(float x) {
return 0.5 - cos(max(min(x, 1.0), 0.0)*PI) * 0.5;
}
vec2 ease(vec2 x) {
return 0.5 - cos(max(min(x, 1.0), 0.0)*PI) * 0.5;
}
vec3 ease(vec3 x) {
return 0.5 - cos(max(min(x, 1.0), 0.0)*PI) * 0.5;
}
float saw(float x){
return abs(mod(x+1,2)-1);
}
vec2 saw(vec2 x){
return abs(mod(x+1,2)-1);
}
vec3 saw(vec3 x){
return abs(mod(x+1,2)-1);
}
float cmod(float x, float k){
return mod(x + k * 0.5, k) - k * 0.5;
}
vec2 cmod(vec2 x, float k){
return mod(x + k * 0.5, k) - k * 0.5;
}
vec3 cmod(vec3 x, float k){
return mod(x + k * 0.5, k) - k * 0.5;
}
// COLORS
vec3 col(float x){
return vec3(
.5*(sin(x*2.*PI)+1.),
.5*(sin(x*2.*PI+2.*PI/3.)+1.),
.5*(sin(x*2.*PI-2.*PI/3.)+1.)
);
}
vec3 shift(vec3 c, float f) {
return vec3(
c.x * (1 - f) + c.y * f,
c.y * (1 - f) + c.z * f,
c.z * (1 - f) + c.x * f
);
}
vec3 shift3(vec3 c, float f) {
return shift(shift(shift(c, f), f), f);
}
vec3 mix3(vec3 c1, vec3 c2, vec3 c3, float x) {
return istep(0.5, x) * mix(c1, c2, x * 2)
+ step(0.5, x) * mix(c2, c3, x * 2 - 1)
;
}
vec3 mix4(vec3 c1, vec3 c2, vec3 c3, vec3 c4, float x) {
return istep(0.333, x) * mix(c1, c2, x * 3)
+ step(0.333, x) * istep(0.667, x) * mix(c2, c3, x * 3 - 1)
+ step(0.667, x) * mix(c3, c4, x * 3 - 2);
;
}
vec3 mix5(vec3 c1, vec3 c2, vec3 c3, vec3 c4, vec3 c5, float x) {
return istep(0.25, x) * mix(c1, c2, x * 4)
+ step(0.25, x) * istep(0.5, x) * mix(c2, c3, x * 4 - 1)
+ step(0.5, x) * istep(0.75, x) * mix(c3, c4, x * 4 - 2)
+ step(0.75, x) * mix(c4, c5, x * 4 - 3)
;
}
vec3 mix6(vec3 c1, vec3 c2, vec3 c3, vec3 c4, vec3 c5, vec3 c6, float x) {
return istep(0.2, x) * mix(c1, c2, x * 5)
+ step(0.2, x) * istep(0.4, x) * mix(c2, c3, x * 5 - 1)
+ step(0.4, x) * istep(0.6, x) * mix(c3, c4, x * 5 - 2)
+ step(0.6, x) * istep(0.8, x) * mix(c4, c5, x * 5 - 3)
+ step(0.8, x) * mix(c5, c6, x * 5 - 4)
;
}
float mean(vec3 v)
{
return v.x * 0.3333 + v.y * 0.3333 + v.z * 0.3333;
}
float mean(vec4 v)
{
return v.x * 0.3333 + v.y * 0.3333 + v.z * 0.3333;
}
// OTHER
mat2 rot(float angle){
return mat2(
cos(angle*2.*PI),-sin(angle*2.*PI),
sin(angle*2.*PI),cos(angle*2.*PI)
);
}
// EFFECTS
vec2 lens(vec2 uv, float limit, float power) {
return uv * (1 + limit + length(uv * power));
}
vec2 kal(vec2 uv, float n) {
float t = atan(uv.y, uv.x) + PI * 0.5;
float q = 3.0 / (2.0 * PI);
t = abs(mod(t + PI / (n), 2 * PI / n) - PI / (n));
return length(uv) * vec2(
cos(t),
sin(t)
);
}
vec2 kal2(vec2 uv, float n) {
float t = atan(uv.y, uv.x) + PI * 0.5;
float t2 = abs(mod(t + PI / n, 2 * PI / n) - PI / n);
return length(uv) * vec2(
cos(t2),
sin(t2)
);
}
// NOISE
float noise(vec2 n)
{
const vec2 d = vec2(0, 1);
vec2 b = floor(n);
vec2 f = fract(n);
f *= f * (3 - 2 * f);
return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
}
float noise_f(vec2 n, int f)
{
float o = noise(n) / 2;
o += mix(o, noise(n * 2), f > 1 ? 1 : 0) / 4;
o += mix(o, noise(n * 4), f > 2 ? 1 : 0) / 8;
o += mix(o, noise(n * 8), f > 3 ? 1 : 0) / 16;
o += mix(o, noise(n * 16), f > 4 ? 1 : 0) / 32;
return o;
}
// VORONOI
float v_index(vec2 uv) {
return floor(uv.x) + floor(uv.y) * 45;
}
vec2 v_pos(float i) {
int iTimeId = int(iBeats);
float iTimeV = iBeats - iTimeId;
float x0 = rand(i + 823 + iTimeId);
float y0 = rand(i + 328 + iTimeId);
float x1 = rand(i + 823 + iTimeId + 1);
float y1 = rand(i + 328 + iTimeId + 1);
return vec2(
mix(x0, x1, ease(ease(iTimeV))),
mix(y0, y1, ease(ease(iTimeV)))
);
}
vec4 voronoi(vec2 uv, float dist) {
vec4 o = vec4(0, 0, 2, 0);
vec4 t = vec4(0, 0, 2, 0);
float d, i;
vec2 uv2, p;
for (int dx = -1; dx <= 1; dx++) {
for (int dy = -1; dy <= 1; dy++) {
uv2 = vec2(floor(uv.x) + dx, floor(uv.y) + dy);
i = v_index(uv2);
p = uv2 + v_pos(i) * dist;
d = length(p - uv);
if (d < o.z) {
t = o;
o = vec4(p, d, i);
} else if (d < t.z) {
t = vec4(p, d, i);
}
}
}
return vec4(o.z, t.z, o.w, t.w);
}
// SHAPES
float stripe(float x, float k1, float k2)
{
return k2 > k1 ? (1 - step(x, k1)) * (step(x, k2)) : ((1 - step(x, k2)) * (step(x, k1)));
}
float capsule(vec2 uv, float r, float d, float a)
{
uv *= rot(a);
float f1 = step(uv.x, r) * step(-uv.x, r) * step(uv.y, d - r) * step(-uv.y, d - r);
float f2 = step(length(uv - vec2(0, d - r)), r);
float f3 = step(length(uv + vec2(0, d - r)), r);
return min(1, f1 + f2 + f3);
}
float rect(vec2 uv, vec2 c, vec2 size) {
uv -= c;
return step(abs(uv.x), size.x) * step(abs(uv.y), size.y);
}
float h_rect(vec2 uv, vec2 c, vec2 size, float k) {
return rect(uv, c, size + k * 0.5) - rect(uv, c, size - k * 0.5);
}
float line(vec2 uv, vec2 p1, vec2 p2, float thick) {
vec2 p = p2 - p1;
uv -= p1;
vec2 k;
if (abs(p.y) > abs(p.x)) {
k = vec2(
uv.x - p.x * uv.y / p.y,
uv.y / p.y
);
return step(k.x, thick * 0.5)
* step(-k.x, thick * 0.5)
* step(k.y, 1)
* (1 - step(k.y, 0));
} else {
k = vec2(
uv.x / p.x,
uv.y - p.y * uv.x / p.x
);
return step(k.y, thick * 0.5)
* step(-k.y, thick * 0.5)
* step(k.x, 1)
* (1 - step(k.x, 0));
}
}
const mat2x2 ISOMETRIC_MATRIX = {{0.5, 1}, {0.5, -1}};
vec2 iso(vec2 p) {
return p * ISOMETRIC_MATRIX;
}
vec2 iso_z(float z) {
return vec2(
-z,
z
);
}
vec2 iso(vec3 uv) {
return iso(uv.xy) + iso_z(uv.z);
}
// INPUTS
vec4 reframe(sampler2D tex, vec2 uv)
{
uv = uv * vec2(iResolution.y / iResolution.x, 1) + .5;
uv = saw(uv);
return texture(tex, uv);
}
vec4 reframe_b(sampler2D tex, vec2 uv)
{
uv = uv * vec2(iResolution.y / iResolution.x, 1) + .5;
return texture(tex, uv);
}
vec4 kernel(sampler2D tex, vec2 uv, mat3x3 k, float spm)
{
int x, y;
vec2 offset;
vec4 sum = vec4(0);
for (y = -1; y <= 1; ++y) {
for (x = -1; x <= 1; ++x) {
offset = vec2(x, y) * spm;
if (abs(k[x + 1][y + 1]) > 0) {
sum += k[x + 1][y + 1] * texture(tex, uv + offset);
}
}
}
return sum;
}
// BLUR
float gaussian_weight(float x, float sigma)
{
return exp(-(x * x) / (2.0 * sigma * sigma));
}
vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm, float sigma, float bloom)
{
int x, y;
vec2 offset;
float w;
vec4 sum = vec4(0);
float weight_sum = 0;
for (y = -kernel_size; y <= kernel_size; ++y) {
for (x = -kernel_size; x <= kernel_size; ++x) {
offset = vec2(x, y) * spm;
w = gaussian_weight(length(vec2(x, y)), sigma);
sum += texture(tex, uv + offset) * w;
weight_sum += w;
}
}
return (sum / weight_sum) * bloom;
}
vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm, float sigma)
{
return gauss(tex, uv, kernel_size, spm, sigma, 1.0);
}
vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size, float spm)
{
return gauss(tex, uv, kernel_size, spm, 2.0);
}
vec4 gauss(sampler2D tex, vec2 uv, const int kernel_size)
{
return gauss(tex, uv, kernel_size, 1 / max(iResolution.x, iResolution.y));
}
vec4 gauss(sampler2D tex, vec2 uv)
{
return gauss(tex, uv, 3);
}
float dither(vec2 uv, float x)
{
bool o = false;
o = o || x * 16 >= 1 && floor(mod(uv.x, 4)) == 0 && floor(mod(uv.y, 4)) == 0;
o = o || x * 16 >= 2 && floor(mod(uv.x, 4)) == 2 && floor(mod(uv.y, 4)) == 2;
o = o || x * 16 >= 3 && floor(mod(uv.x, 4)) == 0 && floor(mod(uv.y, 4)) == 2;
o = o || x * 16 >= 4 && floor(mod(uv.x, 4)) == 2 && floor(mod(uv.y, 4)) == 0;
o = o || x * 16 >= 5 && floor(mod(uv.x, 4)) == 1 && floor(mod(uv.y, 4)) == 1;
o = o || x * 16 >= 6 && floor(mod(uv.x, 4)) == 3 && floor(mod(uv.y, 4)) == 3;
o = o || x * 16 >= 7 && floor(mod(uv.x, 4)) == 1 && floor(mod(uv.y, 4)) == 3;
o = o || x * 16 >= 8 && floor(mod(uv.x, 4)) == 3 && floor(mod(uv.y, 4)) == 1;
o = o || x * 16 >= 9 && floor(mod(uv.x, 4)) == 1 && floor(mod(uv.y, 4)) == 0;
o = o || x * 16 >= 10 && floor(mod(uv.x, 4)) == 3 && floor(mod(uv.y, 4)) == 2;
o = o || x * 16 >= 11 && floor(mod(uv.x, 4)) == 1 && floor(mod(uv.y, 4)) == 2;
o = o || x * 16 >= 12 && floor(mod(uv.x, 4)) == 3 && floor(mod(uv.y, 4)) == 0;
o = o || x * 16 >= 13 && floor(mod(uv.x, 4)) == 0 && floor(mod(uv.y, 4)) == 1;
o = o || x * 16 >= 14 && floor(mod(uv.x, 4)) == 2 && floor(mod(uv.y, 4)) == 3;
o = o || x * 16 >= 15 && floor(mod(uv.x, 4)) == 0 && floor(mod(uv.y, 4)) == 3;
o = o || x * 16 >= 16 && floor(mod(uv.x, 4)) == 2 && floor(mod(uv.y, 4)) == 1;
return o ? 1 : 0;
}
#endif