Initial commit
This commit is contained in:
199
node_modules/three/examples/jsm/nodes/materialx/DISCLAIMER.md
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199
node_modules/three/examples/jsm/nodes/materialx/DISCLAIMER.md
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|
||||
## MaterialX
|
||||
|
||||
MaterialX is a project of the
|
||||
[Academy Software Foundation](https://www.aswf.io/) and relies on the ASWF
|
||||
governance policies, supported by the Linux Foundation.
|
||||
<https://github.com/AcademySoftwareFoundation/MaterialX>
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
<http://www.apache.org/licenses/LICENSE-2.0>
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
```
|
||||
-------------------------------------------------------------------------
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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|
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1. Definitions.
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|
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"License" shall mean the terms and conditions for use, reproduction,
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"You" (or "Your") shall mean an individual or Legal Entity
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END OF TERMS AND CONDITIONS
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```
|
||||
68
node_modules/three/examples/jsm/nodes/materialx/MaterialXNodes.js
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68
node_modules/three/examples/jsm/nodes/materialx/MaterialXNodes.js
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|
||||
import {
|
||||
mx_perlin_noise_float, mx_perlin_noise_vec2, mx_perlin_noise_vec3,
|
||||
mx_worley_noise_float as worley_noise_float, mx_worley_noise_vec2 as worley_noise_vec2, mx_worley_noise_vec3 as worley_noise_vec3,
|
||||
mx_cell_noise_float as cell_noise_float,
|
||||
mx_fractal_noise_float as fractal_noise_float, mx_fractal_noise_vec2 as fractal_noise_vec2, mx_fractal_noise_vec3 as fractal_noise_vec3, mx_fractal_noise_vec4 as fractal_noise_vec4
|
||||
} from './lib/mx_noise.js';
|
||||
import { mx_hsvtorgb, mx_rgbtohsv } from './lib/mx_hsv.js';
|
||||
import { mx_srgb_texture_to_lin_rec709 } from './lib/mx_transform_color.js';
|
||||
import { mix, smoothstep } from '../math/MathNode.js';
|
||||
import { uv } from '../accessors/UVNode.js';
|
||||
import { float, vec2, vec4 } from '../shadernode/ShaderNode.js';
|
||||
|
||||
export const mx_aastep = ( threshold, value ) => {
|
||||
|
||||
threshold = float( threshold );
|
||||
value = float( value );
|
||||
|
||||
const afwidth = vec2( value.dFdx(), value.dFdy() ).length().mul( 0.70710678118654757 );
|
||||
|
||||
return smoothstep( threshold.sub( afwidth ), threshold.add( afwidth ), value );
|
||||
|
||||
};
|
||||
|
||||
const _ramp = ( a, b, uv, p ) => mix( a, b, uv[ p ].clamp() );
|
||||
export const mx_ramplr = ( valuel, valuer, texcoord = uv() ) => _ramp( valuel, valuer, texcoord, 'x' );
|
||||
export const mx_ramptb = ( valuet, valueb, texcoord = uv() ) => _ramp( valuet, valueb, texcoord, 'y' );
|
||||
|
||||
const _split = ( a, b, center, uv, p ) => mix( a, b, mx_aastep( center, uv[ p ] ) );
|
||||
export const mx_splitlr = ( valuel, valuer, center, texcoord = uv() ) => _split( valuel, valuer, center, texcoord, 'x' );
|
||||
export const mx_splittb = ( valuet, valueb, center, texcoord = uv() ) => _split( valuet, valueb, center, texcoord, 'y' );
|
||||
|
||||
export const mx_transform_uv = ( uv_scale = 1, uv_offset = 0, uv_geo = uv() ) => uv_geo.mul( uv_scale ).add( uv_offset );
|
||||
|
||||
export const mx_safepower = ( in1, in2 = 1 ) => {
|
||||
|
||||
in1 = float( in1 );
|
||||
|
||||
return in1.abs().pow( in2 ).mul( in1.sign() );
|
||||
|
||||
};
|
||||
|
||||
export const mx_contrast = ( input, amount = 1, pivot = .5 ) => float( input ).sub( pivot ).mul( amount ).add( pivot );
|
||||
|
||||
export const mx_noise_float = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_float( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
|
||||
export const mx_noise_vec2 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec2( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
|
||||
export const mx_noise_vec3 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => mx_perlin_noise_vec3( texcoord.convert( 'vec2|vec3' ) ).mul( amplitude ).add( pivot );
|
||||
export const mx_noise_vec4 = ( texcoord = uv(), amplitude = 1, pivot = 0 ) => {
|
||||
|
||||
texcoord = texcoord.convert( 'vec2|vec3' ); // overloading type
|
||||
|
||||
const noise_vec4 = vec4( mx_perlin_noise_vec3( texcoord ), mx_perlin_noise_float( texcoord.add( vec2( 19, 73 ) ) ) );
|
||||
|
||||
return noise_vec4.mul( amplitude ).add( pivot );
|
||||
|
||||
};
|
||||
|
||||
export const mx_worley_noise_float = ( texcoord = uv(), jitter = 1 ) => worley_noise_float( texcoord.convert( 'vec2|vec3' ), jitter, 1 );
|
||||
export const mx_worley_noise_vec2 = ( texcoord = uv(), jitter = 1 ) => worley_noise_vec2( texcoord.convert( 'vec2|vec3' ), jitter, 1 );
|
||||
export const mx_worley_noise_vec3 = ( texcoord = uv(), jitter = 1 ) => worley_noise_vec3( texcoord.convert( 'vec2|vec3' ), jitter, 1 );
|
||||
|
||||
export const mx_cell_noise_float = ( texcoord = uv() ) => cell_noise_float( texcoord.convert( 'vec2|vec3' ) );
|
||||
|
||||
export const mx_fractal_noise_float = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => fractal_noise_float( position, octaves, lacunarity, diminish ).mul( amplitude );
|
||||
export const mx_fractal_noise_vec2 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => fractal_noise_vec2( position, octaves, lacunarity, diminish ).mul( amplitude );
|
||||
export const mx_fractal_noise_vec3 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => fractal_noise_vec3( position, octaves, lacunarity, diminish ).mul( amplitude );
|
||||
export const mx_fractal_noise_vec4 = ( position = uv(), octaves = 3, lacunarity = 2, diminish = .5, amplitude = 1 ) => fractal_noise_vec4( position, octaves, lacunarity, diminish ).mul( amplitude );
|
||||
|
||||
export { mx_hsvtorgb, mx_rgbtohsv, mx_srgb_texture_to_lin_rec709 };
|
||||
56
node_modules/three/examples/jsm/nodes/materialx/lib/mx_hsv.js
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56
node_modules/three/examples/jsm/nodes/materialx/lib/mx_hsv.js
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|
||||
import { glslFn } from '../../code/FunctionNode.js';
|
||||
|
||||
// Original shader code from:
|
||||
// https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_hsv.glsl
|
||||
|
||||
export const mx_hsvtorgb = glslFn( `vec3 mx_hsvtorgb(vec3 hsv)
|
||||
{
|
||||
// Reference for this technique: Foley & van Dam
|
||||
float h = hsv.x; float s = hsv.y; float v = hsv.z;
|
||||
if (s < 0.0001f) {
|
||||
return vec3 (v, v, v);
|
||||
} else {
|
||||
h = 6.0f * (h - floor(h)); // expand to [0..6)
|
||||
int hi = int(trunc(h));
|
||||
float f = h - float(hi);
|
||||
float p = v * (1.0f-s);
|
||||
float q = v * (1.0f-s*f);
|
||||
float t = v * (1.0f-s*(1.0f-f));
|
||||
if (hi == 0)
|
||||
return vec3 (v, t, p);
|
||||
else if (hi == 1)
|
||||
return vec3 (q, v, p);
|
||||
else if (hi == 2)
|
||||
return vec3 (p, v, t);
|
||||
else if (hi == 3)
|
||||
return vec3 (p, q, v);
|
||||
else if (hi == 4)
|
||||
return vec3 (t, p, v);
|
||||
return vec3 (v, p, q);
|
||||
}
|
||||
}` );
|
||||
|
||||
export const mx_rgbtohsv = glslFn( `vec3 mx_rgbtohsv(vec3 c)
|
||||
{
|
||||
// See Foley & van Dam
|
||||
float r = c.x; float g = c.y; float b = c.z;
|
||||
float mincomp = min (r, min(g, b));
|
||||
float maxcomp = max (r, max(g, b));
|
||||
float delta = maxcomp - mincomp; // chroma
|
||||
float h, s, v;
|
||||
v = maxcomp;
|
||||
if (maxcomp > 0.0f)
|
||||
s = delta / maxcomp;
|
||||
else s = 0.0f;
|
||||
if (s <= 0.0f)
|
||||
h = 0.0f;
|
||||
else {
|
||||
if (r >= maxcomp) h = (g-b) / delta;
|
||||
else if (g >= maxcomp) h = 2.0f + (b-r) / delta;
|
||||
else h = 4.0f + (r-g) / delta;
|
||||
h *= (1.0f/6.0f);
|
||||
if (h < 0.0f)
|
||||
h += 1.0f;
|
||||
}
|
||||
return vec3(h, s, v);
|
||||
}` );
|
||||
618
node_modules/three/examples/jsm/nodes/materialx/lib/mx_noise.js
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618
node_modules/three/examples/jsm/nodes/materialx/lib/mx_noise.js
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|
||||
import { glsl } from '../../code/CodeNode.js';
|
||||
import { glslFn } from '../../code/FunctionNode.js';
|
||||
|
||||
// Original shader code from:
|
||||
// https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_noise.glsl
|
||||
|
||||
export const mx_noise = glsl( `float mx_select(bool b, float t, float f)
|
||||
{
|
||||
return b ? t : f;
|
||||
}
|
||||
|
||||
float mx_negate_if(float val, bool b)
|
||||
{
|
||||
return b ? -val : val;
|
||||
}
|
||||
|
||||
int mx_floor(float x)
|
||||
{
|
||||
return int(floor(x));
|
||||
}
|
||||
|
||||
// return mx_floor as well as the fractional remainder
|
||||
float mx_floorfrac(float x, out int i)
|
||||
{
|
||||
i = mx_floor(x);
|
||||
return x - float(i);
|
||||
}
|
||||
|
||||
float mx_bilerp(float v0, float v1, float v2, float v3, float s, float t)
|
||||
{
|
||||
float s1 = 1.0 - s;
|
||||
return (1.0 - t) * (v0*s1 + v1*s) + t * (v2*s1 + v3*s);
|
||||
}
|
||||
vec3 mx_bilerp(vec3 v0, vec3 v1, vec3 v2, vec3 v3, float s, float t)
|
||||
{
|
||||
float s1 = 1.0 - s;
|
||||
return (1.0 - t) * (v0*s1 + v1*s) + t * (v2*s1 + v3*s);
|
||||
}
|
||||
float mx_trilerp(float v0, float v1, float v2, float v3, float v4, float v5, float v6, float v7, float s, float t, float r)
|
||||
{
|
||||
float s1 = 1.0 - s;
|
||||
float t1 = 1.0 - t;
|
||||
float r1 = 1.0 - r;
|
||||
return (r1*(t1*(v0*s1 + v1*s) + t*(v2*s1 + v3*s)) +
|
||||
r*(t1*(v4*s1 + v5*s) + t*(v6*s1 + v7*s)));
|
||||
}
|
||||
vec3 mx_trilerp(vec3 v0, vec3 v1, vec3 v2, vec3 v3, vec3 v4, vec3 v5, vec3 v6, vec3 v7, float s, float t, float r)
|
||||
{
|
||||
float s1 = 1.0 - s;
|
||||
float t1 = 1.0 - t;
|
||||
float r1 = 1.0 - r;
|
||||
return (r1*(t1*(v0*s1 + v1*s) + t*(v2*s1 + v3*s)) +
|
||||
r*(t1*(v4*s1 + v5*s) + t*(v6*s1 + v7*s)));
|
||||
}
|
||||
|
||||
// 2 and 3 dimensional gradient functions - perform a dot product against a
|
||||
// randomly chosen vector. Note that the gradient vector is not normalized, but
|
||||
// this only affects the overal "scale" of the result, so we simply account for
|
||||
// the scale by multiplying in the corresponding "perlin" function.
|
||||
float mx_gradient_float(uint hash, float x, float y)
|
||||
{
|
||||
// 8 possible directions (+-1,+-2) and (+-2,+-1)
|
||||
uint h = hash & 7u;
|
||||
float u = mx_select(h<4u, x, y);
|
||||
float v = 2.0 * mx_select(h<4u, y, x);
|
||||
// compute the dot product with (x,y).
|
||||
return mx_negate_if(u, bool(h&1u)) + mx_negate_if(v, bool(h&2u));
|
||||
}
|
||||
float mx_gradient_float(uint hash, float x, float y, float z)
|
||||
{
|
||||
// use vectors pointing to the edges of the cube
|
||||
uint h = hash & 15u;
|
||||
float u = mx_select(h<8u, x, y);
|
||||
float v = mx_select(h<4u, y, mx_select((h==12u)||(h==14u), x, z));
|
||||
return mx_negate_if(u, bool(h&1u)) + mx_negate_if(v, bool(h&2u));
|
||||
}
|
||||
vec3 mx_gradient_vec3(uvec3 hash, float x, float y)
|
||||
{
|
||||
return vec3(mx_gradient_float(hash.x, x, y), mx_gradient_float(hash.y, x, y), mx_gradient_float(hash.z, x, y));
|
||||
}
|
||||
vec3 mx_gradient_vec3(uvec3 hash, float x, float y, float z)
|
||||
{
|
||||
return vec3(mx_gradient_float(hash.x, x, y, z), mx_gradient_float(hash.y, x, y, z), mx_gradient_float(hash.z, x, y, z));
|
||||
}
|
||||
// Scaling factors to normalize the result of gradients above.
|
||||
// These factors were experimentally calculated to be:
|
||||
// 2D: 0.6616
|
||||
// 3D: 0.9820
|
||||
float mx_gradient_scale2d(float v) { return 0.6616 * v; }
|
||||
float mx_gradient_scale3d(float v) { return 0.9820 * v; }
|
||||
vec3 mx_gradient_scale2d(vec3 v) { return 0.6616 * v; }
|
||||
vec3 mx_gradient_scale3d(vec3 v) { return 0.9820 * v; }
|
||||
|
||||
/// Bitwise circular rotation left by k bits (for 32 bit unsigned integers)
|
||||
uint mx_rotl32(uint x, int k)
|
||||
{
|
||||
return (x<<k) | (x>>(32-k));
|
||||
}
|
||||
|
||||
void mx_bjmix(inout uint a, inout uint b, inout uint c)
|
||||
{
|
||||
a -= c; a ^= mx_rotl32(c, 4); c += b;
|
||||
b -= a; b ^= mx_rotl32(a, 6); a += c;
|
||||
c -= b; c ^= mx_rotl32(b, 8); b += a;
|
||||
a -= c; a ^= mx_rotl32(c,16); c += b;
|
||||
b -= a; b ^= mx_rotl32(a,19); a += c;
|
||||
c -= b; c ^= mx_rotl32(b, 4); b += a;
|
||||
}
|
||||
|
||||
// Mix up and combine the bits of a, b, and c (doesn't change them, but
|
||||
// returns a hash of those three original values).
|
||||
uint mx_bjfinal(uint a, uint b, uint c)
|
||||
{
|
||||
c ^= b; c -= mx_rotl32(b,14);
|
||||
a ^= c; a -= mx_rotl32(c,11);
|
||||
b ^= a; b -= mx_rotl32(a,25);
|
||||
c ^= b; c -= mx_rotl32(b,16);
|
||||
a ^= c; a -= mx_rotl32(c,4);
|
||||
b ^= a; b -= mx_rotl32(a,14);
|
||||
c ^= b; c -= mx_rotl32(b,24);
|
||||
return c;
|
||||
}
|
||||
|
||||
// Convert a 32 bit integer into a floating point number in [0,1]
|
||||
float mx_bits_to_01(uint bits)
|
||||
{
|
||||
return float(bits) / float(uint(0xffffffff));
|
||||
}
|
||||
|
||||
float mx_fade(float t)
|
||||
{
|
||||
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
|
||||
}
|
||||
|
||||
uint mx_hash_int(int x)
|
||||
{
|
||||
uint len = 1u;
|
||||
uint seed = uint(0xdeadbeef) + (len << 2u) + 13u;
|
||||
return mx_bjfinal(seed+uint(x), seed, seed);
|
||||
}
|
||||
|
||||
uint mx_hash_int(int x, int y)
|
||||
{
|
||||
uint len = 2u;
|
||||
uint a, b, c;
|
||||
a = b = c = uint(0xdeadbeef) + (len << 2u) + 13u;
|
||||
a += uint(x);
|
||||
b += uint(y);
|
||||
return mx_bjfinal(a, b, c);
|
||||
}
|
||||
|
||||
uint mx_hash_int(int x, int y, int z)
|
||||
{
|
||||
uint len = 3u;
|
||||
uint a, b, c;
|
||||
a = b = c = uint(0xdeadbeef) + (len << 2u) + 13u;
|
||||
a += uint(x);
|
||||
b += uint(y);
|
||||
c += uint(z);
|
||||
return mx_bjfinal(a, b, c);
|
||||
}
|
||||
|
||||
uint mx_hash_int(int x, int y, int z, int xx)
|
||||
{
|
||||
uint len = 4u;
|
||||
uint a, b, c;
|
||||
a = b = c = uint(0xdeadbeef) + (len << 2u) + 13u;
|
||||
a += uint(x);
|
||||
b += uint(y);
|
||||
c += uint(z);
|
||||
mx_bjmix(a, b, c);
|
||||
a += uint(xx);
|
||||
return mx_bjfinal(a, b, c);
|
||||
}
|
||||
|
||||
uint mx_hash_int(int x, int y, int z, int xx, int yy)
|
||||
{
|
||||
uint len = 5u;
|
||||
uint a, b, c;
|
||||
a = b = c = uint(0xdeadbeef) + (len << 2u) + 13u;
|
||||
a += uint(x);
|
||||
b += uint(y);
|
||||
c += uint(z);
|
||||
mx_bjmix(a, b, c);
|
||||
a += uint(xx);
|
||||
b += uint(yy);
|
||||
return mx_bjfinal(a, b, c);
|
||||
}
|
||||
|
||||
uvec3 mx_hash_vec3(int x, int y)
|
||||
{
|
||||
uint h = mx_hash_int(x, y);
|
||||
// we only need the low-order bits to be random, so split out
|
||||
// the 32 bit result into 3 parts for each channel
|
||||
uvec3 result;
|
||||
result.x = (h ) & 0xFFu;
|
||||
result.y = (h >> 8 ) & 0xFFu;
|
||||
result.z = (h >> 16) & 0xFFu;
|
||||
return result;
|
||||
}
|
||||
|
||||
uvec3 mx_hash_vec3(int x, int y, int z)
|
||||
{
|
||||
uint h = mx_hash_int(x, y, z);
|
||||
// we only need the low-order bits to be random, so split out
|
||||
// the 32 bit result into 3 parts for each channel
|
||||
uvec3 result;
|
||||
result.x = (h ) & 0xFFu;
|
||||
result.y = (h >> 8 ) & 0xFFu;
|
||||
result.z = (h >> 16) & 0xFFu;
|
||||
return result;
|
||||
}
|
||||
|
||||
float mx_perlin_noise_float(vec2 p)
|
||||
{
|
||||
int X, Y;
|
||||
float fx = mx_floorfrac(p.x, X);
|
||||
float fy = mx_floorfrac(p.y, Y);
|
||||
float u = mx_fade(fx);
|
||||
float v = mx_fade(fy);
|
||||
float result = mx_bilerp(
|
||||
mx_gradient_float(mx_hash_int(X , Y ), fx , fy ),
|
||||
mx_gradient_float(mx_hash_int(X+1, Y ), fx-1.0, fy ),
|
||||
mx_gradient_float(mx_hash_int(X , Y+1), fx , fy-1.0),
|
||||
mx_gradient_float(mx_hash_int(X+1, Y+1), fx-1.0, fy-1.0),
|
||||
u, v);
|
||||
return mx_gradient_scale2d(result);
|
||||
}
|
||||
|
||||
float mx_perlin_noise_float(vec3 p)
|
||||
{
|
||||
int X, Y, Z;
|
||||
float fx = mx_floorfrac(p.x, X);
|
||||
float fy = mx_floorfrac(p.y, Y);
|
||||
float fz = mx_floorfrac(p.z, Z);
|
||||
float u = mx_fade(fx);
|
||||
float v = mx_fade(fy);
|
||||
float w = mx_fade(fz);
|
||||
float result = mx_trilerp(
|
||||
mx_gradient_float(mx_hash_int(X , Y , Z ), fx , fy , fz ),
|
||||
mx_gradient_float(mx_hash_int(X+1, Y , Z ), fx-1.0, fy , fz ),
|
||||
mx_gradient_float(mx_hash_int(X , Y+1, Z ), fx , fy-1.0, fz ),
|
||||
mx_gradient_float(mx_hash_int(X+1, Y+1, Z ), fx-1.0, fy-1.0, fz ),
|
||||
mx_gradient_float(mx_hash_int(X , Y , Z+1), fx , fy , fz-1.0),
|
||||
mx_gradient_float(mx_hash_int(X+1, Y , Z+1), fx-1.0, fy , fz-1.0),
|
||||
mx_gradient_float(mx_hash_int(X , Y+1, Z+1), fx , fy-1.0, fz-1.0),
|
||||
mx_gradient_float(mx_hash_int(X+1, Y+1, Z+1), fx-1.0, fy-1.0, fz-1.0),
|
||||
u, v, w);
|
||||
return mx_gradient_scale3d(result);
|
||||
}
|
||||
|
||||
vec3 mx_perlin_noise_vec3(vec2 p)
|
||||
{
|
||||
int X, Y;
|
||||
float fx = mx_floorfrac(p.x, X);
|
||||
float fy = mx_floorfrac(p.y, Y);
|
||||
float u = mx_fade(fx);
|
||||
float v = mx_fade(fy);
|
||||
vec3 result = mx_bilerp(
|
||||
mx_gradient_vec3(mx_hash_vec3(X , Y ), fx , fy ),
|
||||
mx_gradient_vec3(mx_hash_vec3(X+1, Y ), fx-1.0, fy ),
|
||||
mx_gradient_vec3(mx_hash_vec3(X , Y+1), fx , fy-1.0),
|
||||
mx_gradient_vec3(mx_hash_vec3(X+1, Y+1), fx-1.0, fy-1.0),
|
||||
u, v);
|
||||
return mx_gradient_scale2d(result);
|
||||
}
|
||||
|
||||
vec3 mx_perlin_noise_vec3(vec3 p)
|
||||
{
|
||||
int X, Y, Z;
|
||||
float fx = mx_floorfrac(p.x, X);
|
||||
float fy = mx_floorfrac(p.y, Y);
|
||||
float fz = mx_floorfrac(p.z, Z);
|
||||
float u = mx_fade(fx);
|
||||
float v = mx_fade(fy);
|
||||
float w = mx_fade(fz);
|
||||
vec3 result = mx_trilerp(
|
||||
mx_gradient_vec3(mx_hash_vec3(X , Y , Z ), fx , fy , fz ),
|
||||
mx_gradient_vec3(mx_hash_vec3(X+1, Y , Z ), fx-1.0, fy , fz ),
|
||||
mx_gradient_vec3(mx_hash_vec3(X , Y+1, Z ), fx , fy-1.0, fz ),
|
||||
mx_gradient_vec3(mx_hash_vec3(X+1, Y+1, Z ), fx-1.0, fy-1.0, fz ),
|
||||
mx_gradient_vec3(mx_hash_vec3(X , Y , Z+1), fx , fy , fz-1.0),
|
||||
mx_gradient_vec3(mx_hash_vec3(X+1, Y , Z+1), fx-1.0, fy , fz-1.0),
|
||||
mx_gradient_vec3(mx_hash_vec3(X , Y+1, Z+1), fx , fy-1.0, fz-1.0),
|
||||
mx_gradient_vec3(mx_hash_vec3(X+1, Y+1, Z+1), fx-1.0, fy-1.0, fz-1.0),
|
||||
u, v, w);
|
||||
return mx_gradient_scale3d(result);
|
||||
}
|
||||
|
||||
float mx_cell_noise_float(float p)
|
||||
{
|
||||
int ix = mx_floor(p);
|
||||
return mx_bits_to_01(mx_hash_int(ix));
|
||||
}
|
||||
|
||||
float mx_cell_noise_float(vec2 p)
|
||||
{
|
||||
int ix = mx_floor(p.x);
|
||||
int iy = mx_floor(p.y);
|
||||
return mx_bits_to_01(mx_hash_int(ix, iy));
|
||||
}
|
||||
|
||||
float mx_cell_noise_float(vec3 p)
|
||||
{
|
||||
int ix = mx_floor(p.x);
|
||||
int iy = mx_floor(p.y);
|
||||
int iz = mx_floor(p.z);
|
||||
return mx_bits_to_01(mx_hash_int(ix, iy, iz));
|
||||
}
|
||||
|
||||
float mx_cell_noise_float(vec4 p)
|
||||
{
|
||||
int ix = mx_floor(p.x);
|
||||
int iy = mx_floor(p.y);
|
||||
int iz = mx_floor(p.z);
|
||||
int iw = mx_floor(p.w);
|
||||
return mx_bits_to_01(mx_hash_int(ix, iy, iz, iw));
|
||||
}
|
||||
|
||||
vec3 mx_cell_noise_vec3(float p)
|
||||
{
|
||||
int ix = mx_floor(p);
|
||||
return vec3(
|
||||
mx_bits_to_01(mx_hash_int(ix, 0)),
|
||||
mx_bits_to_01(mx_hash_int(ix, 1)),
|
||||
mx_bits_to_01(mx_hash_int(ix, 2))
|
||||
);
|
||||
}
|
||||
|
||||
vec3 mx_cell_noise_vec3(vec2 p)
|
||||
{
|
||||
int ix = mx_floor(p.x);
|
||||
int iy = mx_floor(p.y);
|
||||
return vec3(
|
||||
mx_bits_to_01(mx_hash_int(ix, iy, 0)),
|
||||
mx_bits_to_01(mx_hash_int(ix, iy, 1)),
|
||||
mx_bits_to_01(mx_hash_int(ix, iy, 2))
|
||||
);
|
||||
}
|
||||
|
||||
vec3 mx_cell_noise_vec3(vec3 p)
|
||||
{
|
||||
int ix = mx_floor(p.x);
|
||||
int iy = mx_floor(p.y);
|
||||
int iz = mx_floor(p.z);
|
||||
return vec3(
|
||||
mx_bits_to_01(mx_hash_int(ix, iy, iz, 0)),
|
||||
mx_bits_to_01(mx_hash_int(ix, iy, iz, 1)),
|
||||
mx_bits_to_01(mx_hash_int(ix, iy, iz, 2))
|
||||
);
|
||||
}
|
||||
|
||||
vec3 mx_cell_noise_vec3(vec4 p)
|
||||
{
|
||||
int ix = mx_floor(p.x);
|
||||
int iy = mx_floor(p.y);
|
||||
int iz = mx_floor(p.z);
|
||||
int iw = mx_floor(p.w);
|
||||
return vec3(
|
||||
mx_bits_to_01(mx_hash_int(ix, iy, iz, iw, 0)),
|
||||
mx_bits_to_01(mx_hash_int(ix, iy, iz, iw, 1)),
|
||||
mx_bits_to_01(mx_hash_int(ix, iy, iz, iw, 2))
|
||||
);
|
||||
}
|
||||
|
||||
float mx_fractal_noise_float(vec3 p, int octaves, float lacunarity, float diminish)
|
||||
{
|
||||
float result = 0.0;
|
||||
float amplitude = 1.0;
|
||||
for (int i = 0; i < octaves; ++i)
|
||||
{
|
||||
result += amplitude * mx_perlin_noise_float(p);
|
||||
amplitude *= diminish;
|
||||
p *= lacunarity;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
vec3 mx_fractal_noise_vec3(vec3 p, int octaves, float lacunarity, float diminish)
|
||||
{
|
||||
vec3 result = vec3(0.0);
|
||||
float amplitude = 1.0;
|
||||
for (int i = 0; i < octaves; ++i)
|
||||
{
|
||||
result += amplitude * mx_perlin_noise_vec3(p);
|
||||
amplitude *= diminish;
|
||||
p *= lacunarity;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
vec2 mx_fractal_noise_vec2(vec3 p, int octaves, float lacunarity, float diminish)
|
||||
{
|
||||
return vec2(mx_fractal_noise_float(p, octaves, lacunarity, diminish),
|
||||
mx_fractal_noise_float(p+vec3(19, 193, 17), octaves, lacunarity, diminish));
|
||||
}
|
||||
|
||||
vec4 mx_fractal_noise_vec4(vec3 p, int octaves, float lacunarity, float diminish)
|
||||
{
|
||||
vec3 c = mx_fractal_noise_vec3(p, octaves, lacunarity, diminish);
|
||||
float f = mx_fractal_noise_float(p+vec3(19, 193, 17), octaves, lacunarity, diminish);
|
||||
return vec4(c, f);
|
||||
}
|
||||
|
||||
float mx_worley_distance(vec2 p, int x, int y, int xoff, int yoff, float jitter, int metric)
|
||||
{
|
||||
vec3 tmp = mx_cell_noise_vec3(vec2(x+xoff, y+yoff));
|
||||
vec2 off = vec2(tmp.x, tmp.y);
|
||||
|
||||
off -= 0.5f;
|
||||
off *= jitter;
|
||||
off += 0.5f;
|
||||
|
||||
vec2 cellpos = vec2(float(x), float(y)) + off;
|
||||
vec2 diff = cellpos - p;
|
||||
if (metric == 2)
|
||||
return abs(diff.x) + abs(diff.y); // Manhattan distance
|
||||
if (metric == 3)
|
||||
return max(abs(diff.x), abs(diff.y)); // Chebyshev distance
|
||||
// Either Euclidian or Distance^2
|
||||
return dot(diff, diff);
|
||||
}
|
||||
|
||||
float mx_worley_distance(vec3 p, int x, int y, int z, int xoff, int yoff, int zoff, float jitter, int metric)
|
||||
{
|
||||
vec3 off = mx_cell_noise_vec3(vec3(x+xoff, y+yoff, z+zoff));
|
||||
|
||||
off -= 0.5f;
|
||||
off *= jitter;
|
||||
off += 0.5f;
|
||||
|
||||
vec3 cellpos = vec3(float(x), float(y), float(z)) + off;
|
||||
vec3 diff = cellpos - p;
|
||||
if (metric == 2)
|
||||
return abs(diff.x) + abs(diff.y) + abs(diff.z); // Manhattan distance
|
||||
if (metric == 3)
|
||||
return max(max(abs(diff.x), abs(diff.y)), abs(diff.z)); // Chebyshev distance
|
||||
// Either Euclidian or Distance^2
|
||||
return dot(diff, diff);
|
||||
}
|
||||
|
||||
float mx_worley_noise_float(vec2 p, float jitter, int metric)
|
||||
{
|
||||
int X, Y;
|
||||
vec2 localpos = vec2(mx_floorfrac(p.x, X), mx_floorfrac(p.y, Y));
|
||||
float sqdist = 1e6f; // Some big number for jitter > 1 (not all GPUs may be IEEE)
|
||||
for (int x = -1; x <= 1; ++x)
|
||||
{
|
||||
for (int y = -1; y <= 1; ++y)
|
||||
{
|
||||
float dist = mx_worley_distance(localpos, x, y, X, Y, jitter, metric);
|
||||
sqdist = min(sqdist, dist);
|
||||
}
|
||||
}
|
||||
if (metric == 0)
|
||||
sqdist = sqrt(sqdist);
|
||||
return sqdist;
|
||||
}
|
||||
|
||||
vec2 mx_worley_noise_vec2(vec2 p, float jitter, int metric)
|
||||
{
|
||||
int X, Y;
|
||||
vec2 localpos = vec2(mx_floorfrac(p.x, X), mx_floorfrac(p.y, Y));
|
||||
vec2 sqdist = vec2(1e6f, 1e6f);
|
||||
for (int x = -1; x <= 1; ++x)
|
||||
{
|
||||
for (int y = -1; y <= 1; ++y)
|
||||
{
|
||||
float dist = mx_worley_distance(localpos, x, y, X, Y, jitter, metric);
|
||||
if (dist < sqdist.x)
|
||||
{
|
||||
sqdist.y = sqdist.x;
|
||||
sqdist.x = dist;
|
||||
}
|
||||
else if (dist < sqdist.y)
|
||||
{
|
||||
sqdist.y = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (metric == 0)
|
||||
sqdist = sqrt(sqdist);
|
||||
return sqdist;
|
||||
}
|
||||
|
||||
vec3 mx_worley_noise_vec3(vec2 p, float jitter, int metric)
|
||||
{
|
||||
int X, Y;
|
||||
vec2 localpos = vec2(mx_floorfrac(p.x, X), mx_floorfrac(p.y, Y));
|
||||
vec3 sqdist = vec3(1e6f, 1e6f, 1e6f);
|
||||
for (int x = -1; x <= 1; ++x)
|
||||
{
|
||||
for (int y = -1; y <= 1; ++y)
|
||||
{
|
||||
float dist = mx_worley_distance(localpos, x, y, X, Y, jitter, metric);
|
||||
if (dist < sqdist.x)
|
||||
{
|
||||
sqdist.z = sqdist.y;
|
||||
sqdist.y = sqdist.x;
|
||||
sqdist.x = dist;
|
||||
}
|
||||
else if (dist < sqdist.y)
|
||||
{
|
||||
sqdist.z = sqdist.y;
|
||||
sqdist.y = dist;
|
||||
}
|
||||
else if (dist < sqdist.z)
|
||||
{
|
||||
sqdist.z = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (metric == 0)
|
||||
sqdist = sqrt(sqdist);
|
||||
return sqdist;
|
||||
}
|
||||
|
||||
float mx_worley_noise_float(vec3 p, float jitter, int metric)
|
||||
{
|
||||
int X, Y, Z;
|
||||
vec3 localpos = vec3(mx_floorfrac(p.x, X), mx_floorfrac(p.y, Y), mx_floorfrac(p.z, Z));
|
||||
float sqdist = 1e6f;
|
||||
for (int x = -1; x <= 1; ++x)
|
||||
{
|
||||
for (int y = -1; y <= 1; ++y)
|
||||
{
|
||||
for (int z = -1; z <= 1; ++z)
|
||||
{
|
||||
float dist = mx_worley_distance(localpos, x, y, z, X, Y, Z, jitter, metric);
|
||||
sqdist = min(sqdist, dist);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (metric == 0)
|
||||
sqdist = sqrt(sqdist);
|
||||
return sqdist;
|
||||
}
|
||||
|
||||
vec2 mx_worley_noise_vec2(vec3 p, float jitter, int metric)
|
||||
{
|
||||
int X, Y, Z;
|
||||
vec3 localpos = vec3(mx_floorfrac(p.x, X), mx_floorfrac(p.y, Y), mx_floorfrac(p.z, Z));
|
||||
vec2 sqdist = vec2(1e6f, 1e6f);
|
||||
for (int x = -1; x <= 1; ++x)
|
||||
{
|
||||
for (int y = -1; y <= 1; ++y)
|
||||
{
|
||||
for (int z = -1; z <= 1; ++z)
|
||||
{
|
||||
float dist = mx_worley_distance(localpos, x, y, z, X, Y, Z, jitter, metric);
|
||||
if (dist < sqdist.x)
|
||||
{
|
||||
sqdist.y = sqdist.x;
|
||||
sqdist.x = dist;
|
||||
}
|
||||
else if (dist < sqdist.y)
|
||||
{
|
||||
sqdist.y = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (metric == 0)
|
||||
sqdist = sqrt(sqdist);
|
||||
return sqdist;
|
||||
}
|
||||
|
||||
vec3 mx_worley_noise_vec3(vec3 p, float jitter, int metric)
|
||||
{
|
||||
int X, Y, Z;
|
||||
vec3 localpos = vec3(mx_floorfrac(p.x, X), mx_floorfrac(p.y, Y), mx_floorfrac(p.z, Z));
|
||||
vec3 sqdist = vec3(1e6f, 1e6f, 1e6f);
|
||||
for (int x = -1; x <= 1; ++x)
|
||||
{
|
||||
for (int y = -1; y <= 1; ++y)
|
||||
{
|
||||
for (int z = -1; z <= 1; ++z)
|
||||
{
|
||||
float dist = mx_worley_distance(localpos, x, y, z, X, Y, Z, jitter, metric);
|
||||
if (dist < sqdist.x)
|
||||
{
|
||||
sqdist.z = sqdist.y;
|
||||
sqdist.y = sqdist.x;
|
||||
sqdist.x = dist;
|
||||
}
|
||||
else if (dist < sqdist.y)
|
||||
{
|
||||
sqdist.z = sqdist.y;
|
||||
sqdist.y = dist;
|
||||
}
|
||||
else if (dist < sqdist.z)
|
||||
{
|
||||
sqdist.z = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (metric == 0)
|
||||
sqdist = sqrt(sqdist);
|
||||
return sqdist;
|
||||
}` );
|
||||
|
||||
const includes = [ mx_noise ];
|
||||
|
||||
export const mx_perlin_noise_float = glslFn( 'float mx_perlin_noise_float( any p )', includes );
|
||||
export const mx_perlin_noise_vec2 = glslFn( 'vec2 mx_perlin_noise_vec2( any p )', includes );
|
||||
export const mx_perlin_noise_vec3 = glslFn( 'vec3 mx_perlin_noise_vec3( any p )', includes );
|
||||
|
||||
export const mx_cell_noise_float = glslFn( 'float mx_cell_noise_float( vec3 p )', includes );
|
||||
|
||||
export const mx_worley_noise_float = glslFn( 'float mx_worley_noise_float( any p, float jitter, int metric )', includes );
|
||||
export const mx_worley_noise_vec2 = glslFn( 'vec2 mx_worley_noise_vec2( any p, float jitter, int metric )', includes );
|
||||
export const mx_worley_noise_vec3 = glslFn( 'vec3 mx_worley_noise_vec3( any p, float jitter, int metric )', includes );
|
||||
|
||||
export const mx_fractal_noise_float = glslFn( 'float mx_fractal_noise_float( vec3 p, int octaves, float lacunarity, float diminish )', includes );
|
||||
export const mx_fractal_noise_vec2 = glslFn( 'vec2 mx_fractal_noise_vec2( vec3 p, int octaves, float lacunarity, float diminish )', includes );
|
||||
export const mx_fractal_noise_vec3 = glslFn( 'vec3 mx_fractal_noise_vec3( vec3 p, int octaves, float lacunarity, float diminish )', includes );
|
||||
export const mx_fractal_noise_vec4 = glslFn( 'vec4 mx_fractal_noise_vec4( vec3 p, int octaves, float lacunarity, float diminish )', includes );
|
||||
19
node_modules/three/examples/jsm/nodes/materialx/lib/mx_transform_color.js
generated
vendored
Normal file
19
node_modules/three/examples/jsm/nodes/materialx/lib/mx_transform_color.js
generated
vendored
Normal file
@@ -0,0 +1,19 @@
|
||||
import { glsl } from '../../code/CodeNode.js';
|
||||
import { glslFn } from '../../code/FunctionNode.js';
|
||||
|
||||
// Original shader code from:
|
||||
// https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/libraries/stdlib/genglsl/lib/mx_transform_color.glsl
|
||||
|
||||
export const mx_transform_color = glsl( `#define M_AP1_TO_REC709 mat3(1.705079555511475, -0.1297005265951157, -0.02416634373366833, -0.6242334842681885, 1.138468623161316, -0.1246141716837883, -0.0808461606502533, -0.008768022060394287, 1.148780584335327)
|
||||
|
||||
vec3 mx_srgb_texture_to_lin_rec709(vec3 color)
|
||||
{
|
||||
bvec3 isAbove = greaterThan(color, vec3(0.04045));
|
||||
vec3 linSeg = color / 12.92;
|
||||
vec3 powSeg = pow(max(color + vec3(0.055), vec3(0.0)) / 1.055, vec3(2.4));
|
||||
return mix(linSeg, powSeg, isAbove);
|
||||
}` );
|
||||
|
||||
const includes = [ mx_transform_color ];
|
||||
|
||||
export const mx_srgb_texture_to_lin_rec709 = glslFn( 'vec3 mx_srgb_texture_to_lin_rec709( vec3 color )', includes );
|
||||
Reference in New Issue
Block a user