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tsl-textures

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A collection of Three.js Shading Language (TSL) textures

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// TSL Textures v3.0.4 import { Fn, vec3, sub, transformNormalToView, cross, remap, pow, mul, log2, min, max, float, add, If, select, sin, cos, rotate, smoothstep, mx_fractal_noise_float, mix, mx_noise_float, time, positionGeometry, or, acos, clamp, exp, normalLocal, tangentLocal, int, Loop, oneMinus, abs, equirectUV, screenSize, exp2, div, round, remapClamp, screenUV, sqrt, mat2, mod, distance, radians, matcapUV, mx_worley_noise_float, sign, tan, floor, screenCoordinate, reciprocal, vec2, mx_worley_noise_vec2, mx_fractal_noise_vec3, mx_worley_noise_vec3, vertexColor, Discard, Switch, positionView } from 'three/tsl'; export { mx_fractal_noise_float as fractal, mx_fractal_noise_vec3 as fractal3, mx_noise_float as noise, mx_noise_vec3 as noise3, mx_worley_noise_float as voronoi, mx_worley_noise_vec2 as voronoi2, mx_worley_noise_vec3 as voronoi3 } from 'three/tsl'; import { Color, Vector3, Vector2 } from 'three'; // simple vector noise, vec3->float[-1,1] const vnoise = Fn( ([ v ])=>{ return v.dot( vec3( 12.9898, 78.233, -97.5123 ) ).sin().mul( 43758.5453 ).fract().mul( 2 ).sub( 1 ); } ).setLayout( { name: 'vnoise', type: 'float', inputs: [ { name: 'v', type: 'vec3' }, ] } ); // approximate normal vector given point and two neighbout points const approximateNormal = Fn( ([ pos, posU, posV ])=>{ var dU = sub( posU, pos ), dV = sub( posV, pos ); return transformNormalToView( cross( dU, dV ).normalize() ); } ).setLayout( { name: 'approximateNormal', type: 'vec3', inputs: [ { name: 'pos', type: 'vec3' }, { name: 'posU', type: 'vec3' }, { name: 'posV', type: 'vec3' }, ] } ); // exponential version of remap const remapExp = Fn( ([ x, fromMin, fromMax, toMin, toMax ]) => { x = remap( x, fromMin, fromMax, 0, 1 ); x = pow( 2, mul( x, log2( toMax.div( toMin ) ) ).add( log2( toMin ) ) ); return x; } ).setLayout( { name: 'remapExp', type: 'float', inputs: [ { name: 'x', type: 'float' }, { name: 'fromMin', type: 'float' }, { name: 'fromMax', type: 'float' }, { name: 'toMin', type: 'float' }, { name: 'toMax', type: 'float' }, ] } ); // show notification that var banner = null; var bannerCounter = 10; async function showFallbackWarning( ) { if ( navigator.gpu != undefined ) { var adapter = await navigator.gpu.requestAdapter(); if ( adapter ) return; } var html = ` <div style="font-size:1.25em; font-weight:bold;">PLEASE, WAIT</div> <div style="font-size:0.85em; font-weight:100;" >NO WEBGPU &mdash; TRYING WEBGL2</div> <div id="counter"></div> `; banner = document.createElement( 'div' ); banner.innerHTML = html; banner.style.left = 'calc(50% - 8em)'; banner.style.width = '16em'; banner.style.fontFamily = 'Bahnschrifts, Arial'; banner.style.position = 'absolute'; banner.style.bottom = '20px'; banner.style.padding = '12px 6px'; banner.style.border = '1px solid white'; banner.style.borderRadius = '4px'; banner.style.background = 'rgba(0,0,0,0.5)'; banner.style.color = 'white'; banner.style.textAlign = 'center'; banner.style.opacity = '0.8'; banner.style.outline = 'none'; banner.style.zIndex = '999'; document.body.appendChild( banner ); } function hideFallbackWarning( ) { if ( banner ) { if ( bannerCounter>0 ) bannerCounter--; else { banner.style.display = 'none'; banner = null; } } } // helper function - convert hsl to rgb, ported to TSL from: // https://en.wikipedia.org/wiki/HSL_and_HSV#HSL_to_RGB_alternative const hslHelper = Fn( ([ h, s, l, n ])=>{ var k = n.add( h.mul( 12 ) ).mod( 12 ); var a = s.mul( min( l, sub( 1, l ) ) ); return l.sub( a.mul( max( -1, min( min( k.sub( 3 ), sub( 9, k ) ), 1 ) ) ) ); } ).setLayout( { name: 'hslHelper', type: 'float', inputs: [ { name: 'h', type: 'float' }, { name: 's', type: 'float' }, { name: 'l', type: 'float' }, { name: 'n', type: 'float' }, ] } ); // convert from hsl to rgb const hsl = Fn( ([ col ]) => { var h = col.x.fract().add( 1 ).fract(); var s = col.y.clamp( 0, 1 ); var l = col.z.clamp( 0, 1 ); var r = hslHelper( h, s, l, 0 ); var g = hslHelper( h, s, l, 8 ); var b = hslHelper( h, s, l, 4 ); return vec3( r, g, b ); } ).setLayout( { name: 'hsl', type: 'vec3', inputs: [ { name: 'col', type: 'vec3' }, ] } ); // convert from rgb to hsl const toHsl = Fn( ([ rgb ]) => { var R = float( rgb.x ).toVar(), G = float( rgb.y ).toVar(), B = float( rgb.z ).toVar(); var mx = max( R, max( G, B ) ).toVar(); var mn = min( R, min( G, B ) ).toVar(); var H = float( 0 ).toVar(), S = float( 0 ).toVar(), L = add( mx, mn ).div( 2 ); If( mn.notEqual( mx ), ()=>{ const delta = sub( mx, mn ).toVar(); S.assign( select( L.lessThanEqual( 0.5 ), delta.div( add( mn, mx ) ), delta.div( sub( 2, add( mn, mx ) ) ) ) ); If( mx.equal( R ), ()=>{ H.assign( sub( G, B ).div( delta ).add( select( G.lessThanEqual( B ), 6, 0 ) ) ); } ) .ElseIf( mx.equal( G ), ()=>{ H.assign( sub( B, R ).div( delta ).add( 2 ) ); } ) .Else( ()=>{ H.assign( sub( R, G ).div( delta ).add( 4 ) ); } ); H.divAssign( 6 ); } ); return vec3( H, S, L ); } ); toHsl.setLayout( { name: 'toHsl', type: 'vec3', inputs: [ { name: 'rgb', type: 'vec3' }, ] } ); const spherical = Fn( ([ phi, theta ]) => { return vec3( sin( theta ).mul( sin( phi ) ), cos( phi ), cos( theta ).mul( sin( phi ) ) ); } ).setLayout( { name: 'spherical', type: 'vec3', inputs: [ { name: 'phi', type: 'float' }, { name: 'theta', type: 'float' }, ] } ); const rotatePivot = Fn( ([ vector, pivot, angle ])=>{ return rotate( vector.sub( pivot ), angle ).add( pivot ); } ).setLayout( { name: 'rotatePivot', type: 'vec3', inputs: [ { name: 'vector', type: 'vec3' }, { name: 'pivot', type: 'vec3' }, { name: 'angle', type: 'vec3' }, ] } ); const selectPlanar = Fn( ([ pos, selAngles, selCenter, selWidth ])=>{ // select zone in a plane through point selCenter, // rotated according to selAngles and selWidth thick // result is [0,1] inside plane, 0 below plane, 1 above plane // C is projected on segment AB // result is [0,1] inside AB, 0 before A, 1 after B /* non-optimized version var s = spherical(selAngles.x,selAngles.y).mul(selWidth).toVar(), c = pos, a = selCenter.sub(s.div(2)), b = selCenter.add(s.div(2)); var ca = a.sub(c), ab = b.sub(a).toVar(); var caab = ca.dot(s), abab = ab.dot(ab); var k = caab.div(abab).negate(); */ var s = spherical( selAngles.x, selAngles.y ).mul( selWidth ).toVar(); var k = selCenter.sub( s.div( 2 ) ).sub( pos ).dot( s ).div( s.dot( s ) ).negate(); return smoothstep( 0, 1, k ); } ).setLayout( { name: 'selectPlanar', type: 'float', inputs: [ { name: 'pos', type: 'vec3' }, { name: 'selAngles', type: 'vec2' }, { name: 'selCenter', type: 'vec3' }, { name: 'selWidth', type: 'float' }, ] } ); var defaults$P = { $name: 'Brain', position: positionGeometry, scale: 2, smooth: 0.5, wave: 0.5, speed: 2.5, time: time, color: new Color( 0xFFD0D0 ), background: new Color( 0x500000 ), seed: 0, }; var brainRaw = Fn( ([ position, scale, xsmooth, /*wave, speed, time,*/ color, background, seed ])=>{ var pos = position.mul( scale.div( 3 ).exp( ) ).add( seed ).toVar( 'pos' ); var octaves = xsmooth.oneMinus().mul( 2 ).exp( ).toVar( 'octaves' ); var n = mx_fractal_noise_float( pos.mul( 5 ), octaves ).add( 1 ).div( 2 ).clamp( 0, 1 ).pow( 2 ); return mix( color, background, n ); } ).setLayout( { name: 'brainRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'xsmooth', type: 'float' }, /*{ name: 'wave', type: 'float' },*/ /*{ name: 'speed', type: 'float' },*/ /*{ name: 'time', type: 'float' },*/ { name: 'color', type: 'vec3' }, { name: 'background', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); var brainNormalRaw = Fn( ([ position, scale, xsmooth, wave, speed, time, /*color, background,*/ seed ])=>{ var pos = position.mul( scale.div( 3 ).exp( ) ).add( seed ).toVar( 'pos' ); var octaves = xsmooth.oneMinus().mul( 2 ).exp( ).toVar( 'octaves' ); const EPS = 0.01; var n = mx_fractal_noise_float( pos.mul( 5 ), octaves ).toVar( 'n' ), dx = mx_fractal_noise_float( pos.add( vec3( EPS, 0, 0 ) ).mul( 5 ), octaves ).sub( n ).div( EPS ).toVar( 'dx' ), dy = mx_fractal_noise_float( pos.add( vec3( 0, EPS, 0 ) ).mul( 5 ), octaves ).sub( n ).div( EPS ).toVar( 'dy' ); var dTime = mx_noise_float( pos.mul( wave, 5 ) ).add( 1 ).div( 2 ).mul( 6.28 ).toVar( 'dTime' ); return vec3( dx, dy, time.mul( speed ).add( dTime ).sin().add( n, 1 ) ).normalize(); } ).setLayout( { name: 'brainNormalRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'xsmooth', type: 'float' }, { name: 'wave', type: 'float' }, { name: 'speed', type: 'float' }, { name: 'time', type: 'float' }, /*{ name: 'color', type: 'vec3' },*/ /*{ name: 'background', type: 'vec3' },*/ { name: 'seed', type: 'float' }, ] } ); function brain( params={} ) { var { position, scale, smooth, /*wave, speed, time,*/ color, background, seed } = { ...defaults$P, ...params }; return brainRaw( position, scale, smooth, /*wave, speed, time,*/ color, background, seed ); } brain.normal = function ( params={} ) { var { position, scale, smooth, wave, speed, time, /*color, background,*/ seed } = { ...defaults$P, ...params }; return brainNormalRaw( position, scale, smooth, wave, speed, time, /*color, background,*/ seed ); }; brain.defaults = defaults$P; var defaults$O = { $name: 'Camouflage', position: positionGeometry, scale: 2, colorA: new Color( 0xc2bea8 ), colorB: new Color( 0x9c895e ), colorC: new Color( 0x92a375 ), colorD: new Color( 0x717561 ), seed: 0, }; var camouflageRaw = Fn( ([ position, scale, colorA, colorB, colorC, colorD, seed ])=>{ var pos = position.mul( scale.exp( ) ).add( seed ).toVar( 'pos' ); var color = colorD.toVar( 'color' ); If( mx_noise_float( pos ).greaterThanEqual( 0.3 ), () => { color.assign( colorA ); } ) .ElseIf( mx_noise_float( pos.yzx ).greaterThanEqual( 0.2 ), () => { color.assign( colorB ); } ) .ElseIf( mx_noise_float( pos.zxy ).greaterThanEqual( 0.1 ), () => { color.assign( colorC ); } ); return color; } ).setLayout( { name: 'camouflageRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'colorA', type: 'vec3' }, { name: 'colorB', type: 'vec3' }, { name: 'colorC', type: 'vec3' }, { name: 'colorD', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); function camouflage( params={} ) { var { position, scale, colorA, colorB, colorC, colorD, seed } = { ...defaults$O, ...params }; return camouflageRaw( position, scale, colorA, colorB, colorC, colorD, seed ); } camouflage.defaults = defaults$O; var defaults$N = { $name: 'Cave art', position: positionGeometry, scale: 2, thinness: 2, noise: 0.3, color: new Color( 0xD34545 ), background: new Color( 0xFFF8F0 ), seed: 0, }; var caveArtRaw = Fn( ([ position, scale, thinness, xnoise, color, background, seed ]) => { var pos = position.mul( scale.exp( ) ).add( seed ).toVar( 'pos' ); thinness = float( 3 ).sub( thinness ).exp( ); var k1 = mx_noise_float( pos, 4 ).sin().toVar( 'k1' ), k2 = mx_noise_float( pos.mul( 1.5 ), 4 ).cos().toVar( 'k2' ), k = thinness.sub( k1.add( k2 ).abs( ).pow2( ).mul( 20 ) ).toVar( 'k' ); If( or( k1.greaterThan( k2 ), k.lessThan( 0 ) ), ()=>{ k.assign( 0 ); } ); If( k.lessThanEqual( 0 ), ()=>{ k.assign( xnoise.mul( mx_noise_float( pos.mul( 30 ) ).pow2( ) ) ); } ); return mix( background, color, k ); } ).setLayout( { name: 'caveArtRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'thinness', type: 'float' }, { name: 'xnoise', type: 'float' }, { name: 'color', type: 'vec3' }, { name: 'background', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); function caveArt( params={} ) { var { position, scale, thinness, noise, color, background, seed } = { ...defaults$N, ...params }; return caveArtRaw( position, scale, thinness, noise, color, background, seed ); } caveArt.defaults = defaults$N; var defaults$M = { $name: 'Circles', position: positionGeometry, scale: 2, variety: 1, color: new Color( 0xF0E0D0 ), seed: 0, }; var circlesRaw = Fn( ([ position, scale, variety, color, seed ]) => { var pos = position.toVar(); var angle = acos( clamp( pos.y, -1, 1 ) ).mul( 20 ); var x = angle.div( 3000 ).mul( exp( scale.sub( 1 ) ) ); var k = seed.sin().mul( 100 ).toVar(); for ( var n=0; n<=10; n++ ) { k.addAssign( sin( x.mul( 2**n ).sub( Math.PI*n/2 ) ).mul( -n*( n+1 )/2 ) ); } k.assign( k.div( 200 ).clamp( -2, 2 ) ); var HSL = toHsl( color ); var hue = HSL.x.add( k.mul( variety ) ).mod( 1 ).mul( 10 ); var huei = hue.floor(); var huef = hue.sub( huei ); huef = select( huef.lessThan( 0.5 ), huef.pow( 1.5 ), huef.pow( 1/1.5 ) ); return hsl( vec3( huei.add( huef ).div( 10 ), HSL.yz ) ); } ).setLayout( { name: 'circlesRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'variety', type: 'float' }, { name: 'color', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); function circles( params={} ) { var { position, scale, variety, color, seed } = { ...defaults$M, ...params }; return circlesRaw( position, scale, variety, color, seed ); } circles.defaults = defaults$M; var defaults$L = { $name: 'Clouds', position: positionGeometry, scale: 2, density: 0.5, opacity: 1, color: new Color( 0xFFFFFF ), subcolor: new Color( 0xA0A0B0 ), seed: 0, }; var cloud_core = Fn( ([ position, scale, density, seed ]) => { const pos = position.mul( exp( scale.div( 1.5 ).sub( 0.5 ) ) ).add( seed ).toVar( 'pos' ); return mx_fractal_noise_float( pos, 4 ).add( density.remap( 0, 1, -0.5, 1.5 ) ); } ).setLayout( { name: 'cloud_core', type: 'float', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'density', type: 'float' }, { name: 'seed', type: 'float' }, ] } ); var cloudsRaw = Fn( ([ position, scale, density, /*opacity,*/color, subcolor, seed ]) => { var k = cloud_core( position, scale, density, seed ); return mix( subcolor, color, k.clamp( 0, 1 ) ); } ).setLayout( { name: 'cloudsRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'density', type: 'float' }, /*{ name: 'opacity', type: 'float' },*/ { name: 'color', type: 'vec3' }, { name: 'subcolor', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); var cloudsOpacityRaw = Fn( ([ position, scale, density, opacity, /*color,subcolor,*/seed ]) => { var k = cloud_core( position, scale, density, seed ); return clamp( 0, 1, mul( k, 2 ).pow( 1.5 ).sub( 1 ).mul( opacity ) ); } ).setLayout( { name: 'cloudsOpacityRaw', type: 'float', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'density', type: 'float' }, { name: 'opacity', type: 'float' }, /*{ name: 'color', type: 'vec3' },*/ /*{ name: 'subcolor', type: 'vec3' },*/ { name: 'seed', type: 'float' }, ] } ); function clouds( params={} ) { var { position, scale, density, /*opacity,*/color, subcolor, seed } = { ...defaults$L, ...params }; return cloudsRaw( position, scale, density, /*opacity,*/color, subcolor, seed ); } clouds.opacity = function ( params={} ) { var { position, scale, density, opacity, /*color,subcolor,*/seed } = { ...defaults$L, ...params }; return cloudsOpacityRaw( position, scale, density, opacity, /*color,subcolor,*/seed ); }; clouds.defaults = defaults$L; var defaults$K = { $name: 'Concrete', $normalNode: true, position: positionGeometry, scale: 2, density: 0.5, bump: 0.5, seed: 0, }; var surfacePos$7 = Fn( ([ position, normal, density ]) => { var k = mx_noise_float( position, 0.5, 0.5 ).abs().pow( density ); return position.add( normal.mul( k ) ); } ).setLayout( { name: 'surfacePos', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'normal', type: 'vec3' }, { name: 'density', type: 'float' }, ] } ); var concreteRaw = Fn( ([ position, normal, tangent, scale, density, bump, seed ]) => { const EPS = 0.001; var seed3d = vec3( 1, 2, 3 ).mul( seed ).sin().mul( 100 ).toVar( 'seed3d' ); var xposition = position.mul( exp( scale.div( 2 ).add( 2 ) ) ).add( seed3d ).toVar( 'xposition' ), xnormal = normal.normalize().toVar( 'xnormal' ), xtangent = tangent.normalize().mul( EPS ).toVar( 'xtangent' ), xbitangent = cross( xnormal, xtangent ).normalize().mul( EPS ).toVar( 'xbitangent' ); var xdensity = remap( density, 0, 1, 10, 0.5 ).toVar( 'xdensity' ); xnormal.mulAssign( bump ); var pos = surfacePos$7( xposition, xnormal, xdensity ).toVar( 'pos' ), posU = surfacePos$7( xposition.add( xtangent ), xnormal, xdensity ).toVar( 'posU' ), posV = surfacePos$7( xposition.add( xbitangent ), xnormal, xdensity ).toVar( 'posV' ); return approximateNormal( pos, posU, posV ); } ).setLayout( { name: 'concreteRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'normal', type: 'vec3' }, { name: 'tangent', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'density', type: 'float' }, { name: 'bump', type: 'float' }, { name: 'seed', type: 'float' }, ] } ); function concrete( params={} ) { var { position, scale, density, bump, seed } = { ...defaults$K, ...params }; return concreteRaw( position, normalLocal, tangentLocal, scale, density, bump, seed ); } concrete.defaults = defaults$K; var defaults$J = { $name: 'Cork', position: positionGeometry, scale: 1, straight: 1, noise: 0.3, color: new Color( 0xfff0c0 ), background: new Color( 0xd08060 ), seed: 0, }; var corkRaw = Fn( ([ position, scale, straight, xnoise, color, background, seed ])=>{ var pos = position.mul( exp( scale.div( 1.5 ).add( 1 ) ) ).add( seed ).toVar( 'pos' ); var midCell = pos.round().toConst( 'midCell' ); var minCell = midCell.toVar( 'minCell' ), minDist = float( 1 ).toVar( 'minDist' ); var cell = vec3().toVar( 'cell' ), dist = float().toVar( 'dist' ); var strtaightness = straight.exp().reciprocal().toVar( 'strtaightness' ); var i=int( 0 ).toVar( 'i' ), j=int( 0 ).toVar( 'j' ), k=int( 0 ).toVar( 'k' ); // Loop uses hard-coded i, j, k as indices Loop( 3, 3, 3, () => { cell.assign( midCell.add( vec3( i, j, k ).sub( 1 ) ) ); var cellCenter = cell.add( vnoise( cell ) ); dist.assign( pos.distance( cellCenter ) ); dist.addAssign( mx_noise_float( pos.add( cell ), strtaightness ) ); If( dist.lessThan( minDist ), ()=>{ minDist.assign( dist ); minCell.assign( cell ); } ); } ); var n = mx_noise_float( minCell.mul( Math.PI ), 0.5, 0.5 ).toVar( 'n' ); var r = mx_noise_float( pos.mul( 12 ) ).toVar( 'r' ); r.mulAssign( r, r ); r.addAssign( mx_noise_float( pos.mul( 40 ), 1/3 ) ); var result = mix( color, background, n.add( r.mul( xnoise ) ) ); return result; } ).setLayout( { name: 'camouflageRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'straight', type: 'float' }, { name: 'xnoise', type: 'float' }, { name: 'color', type: 'vec3' }, { name: 'background', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); function cork( params={} ) { var { position, scale, straight, noise, color, background, seed } = { ...defaults$J, ...params }; return corkRaw( position, scale, straight, noise, color, background, seed ); } cork.defaults = defaults$J; var defaults$I = { $name: 'Dalmatian spots', $width: 260, position: positionGeometry, scale: 2, density: 0.6, color: new Color( 0xFFFFFF ), background: new Color( 0x000000 ), seed: 0, }; var dalmatianSpotsRaw = Fn( ([ position, scale, density, color, background, seed ])=>{ var pos = position.mul( scale.exp( ) ).add( seed ).sub( 1000 ).toVar( 'pos' ); var k = float( 1 ).toVar( 'k' ); var d = float( 1.5 ).sub( density ).mul( 2 ).toVar( 'd' ); var count = density.mul( 5 ).add( 5 ).toVar( 'count' ); Loop( count, ()=> { k.mulAssign( mx_noise_float( pos ).abs().pow( d ).mul( 100 ).sub( 50 ).clamp( 0, 1 ).oneMinus() ); pos.assign( pos.mul( 1.01 ) ); k.mulAssign( mx_noise_float( pos.yzx ).abs().pow( d ).mul( 100 ).sub( 50 ).clamp( 0, 1 ).oneMinus() ); pos.assign( pos.mul( 1.01 ) ); k.mulAssign( mx_noise_float( pos.zxy ).abs().pow( d ).mul( 100 ).sub( 50 ).clamp( 0, 1 ).oneMinus() ); pos.assign( pos.mul( 1.01 ) ); } ); return mix( background, color, k.clamp( 0, 1 ) ); } ).setLayout( { name: 'dalmatianSpotsRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'density', type: 'float' }, { name: 'color', type: 'vec3' }, { name: 'background', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); function dalmatianSpots( params={} ) { var { position, scale, density, color, background, seed } = { ...defaults$I, ...params }; return dalmatianSpotsRaw( position, scale, density, color, background, seed ); } dalmatianSpots.defaults = defaults$I; var defaults$H = { $name: 'Darth Maul', position: positionGeometry, scale: 2, shift: new Vector3( 0, 0, 0 ), complexity: 0, angle: 60, distance: 1.9, color: new Color( 0xF04040 ), background: new Color( 0x000000 ), balance: 0, seed: 0, }; var darthMaulRaw = Fn( ([ position, scale, shift, complexity, angle, distance, color, background, balance, seed ]) => { var xposition = position.add( shift ).mul( exp( scale.div( 1.5 ).sub( 1 ) ) ).sub( shift ).mul( vec3( 1, 1/2, 1/2 ) ).toVar( ); var s = select( position.y.mul( angle.radians().cos() ).add( position.z.mul( angle.radians().sin() ) ).greaterThan( distance ), 1, 0 ); // implement symmetry xposition.x.assign( xposition.x.add( shift.x ).abs() ); xposition.y.addAssign( seed ); xposition.z.mulAssign( shift.z ); var n = mx_noise_float( xposition ).toVar(); var k = n.sin().mul( n.mul( complexity.mul( 2 ).add( 1 ).exp() ).sin() ).remap( 0, 0.2, 1, -1 ).greaterThan( balance ).select( 0, 1 ); var c = select( xposition.x.greaterThan( mx_noise_float( xposition.mul( 2.3 ) ).abs().mul( 0.5 ).add( 0.02 ) ), 1, 0 ); return mix( background, color, k.mul( s ).mul( c ).clamp( 0, 1 ) ); } ).setLayout( { name: 'darthMaulRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'shift', type: 'vec3' }, { name: 'complexity', type: 'float' }, { name: 'angle', type: 'float' }, { name: 'distance', type: 'float' }, { name: 'color', type: 'vec3' }, { name: 'background', type: 'vec3' }, { name: 'balance', type: 'float' }, { name: 'seed', type: 'float' }, ] } ); function darthMaul( params={} ) { var { position, scale, shift, complexity, angle, distance, color, background, balance, seed } = { ...defaults$H, ...params }; return darthMaulRaw( position, scale, shift, complexity, angle, distance, color, background, balance, seed ); } darthMaul.defaults = defaults$H; var defaults$G = { $name: 'Dyson sphere', position: positionGeometry, scale: 2, complexity: 2, variation: 0, color: new Color( 0xc0d0ff ), background: new Color( 0 ), seed: 0, }; var noisea = Fn( ([ pos ])=>{ var p = pos.mul( 5**0.5 ).fract().toVar(); p.addAssign( p.dot( p.add( vec3( 31.4159, 27.1828, 14.142 ) ) ) ); return p.z.mul( p.x.add( p.y ) ).fract().mul( 2 ).sub( 1 ); } ).setLayout( { name: 'noisea', type: 'float', inputs: [ { name: 'pos', type: 'vec3' }, ] } ); var smoother = Fn( ([ x ])=>{ var t = x.oneMinus().clamp( 0, 1 ).toVar(); return t.mul( t ).mul( float( 3 ).sub( t.mul( 2 ) ) ); } ).setLayout( { name: 'smoother', type: 'float', inputs: [ { name: 'x', type: 'float' }, ] } ); var noiseg = Fn( ([ pos ])=>{ var minx = pos.x.floor().toVar(); var maxx = minx.add( 1 ).toVar(); var miny = pos.y.floor().toVar(); var maxy = miny.add( 1 ).toVar(); var minz = pos.z.floor().toVar(); var maxz = minz.add( 1 ).toVar(); var dx = smoother( pos.x.fract() ).toVar(); var dy = smoother( pos.y.fract() ).toVar(); var dz = smoother( pos.z.fract() ).toVar(); var mx = smoother( dx.oneMinus() ).toVar(); var my = smoother( dy.oneMinus() ).toVar(); var mz = smoother( dz.oneMinus() ).toVar(); var n000 = noisea( vec3( minx, miny, minz ) ).mul( mx ).mul( my ).mul( mz ).toVar(); var n001 = noisea( vec3( minx, miny, maxz ) ).mul( mx ).mul( my ).mul( dz ).toVar(); var n010 = noisea( vec3( minx, maxy, minz ) ).mul( mx ).mul( dy ).mul( mz ).toVar(); var n011 = noisea( vec3( minx, maxy, maxz ) ).mul( mx ).mul( dy ).mul( dz ).toVar(); var n100 = noisea( vec3( maxx, miny, minz ) ).mul( dx ).mul( my ).mul( mz ).toVar(); var n101 = noisea( vec3( maxx, miny, maxz ) ).mul( dx ).mul( my ).mul( dz ).toVar(); var n110 = noisea( vec3( maxx, maxy, minz ) ).mul( dx ).mul( dy ).mul( mz ).toVar(); var n111 = noisea( vec3( maxx, maxy, maxz ) ).mul( dx ).mul( dy ).mul( dz ).toVar(); return n000.add( n001 ).add( n010 ).add( n011 ).add( n100 ).add( n101 ).add( n110 ).add( n111 ); } ).setLayout( { name: 'noiseg', type: 'float', inputs: [ { name: 'pos', type: 'vec3' }, ] } ); var dysonSphereRaw = Fn( ([ position, scale, complexity, color, background, seed ])=>{ var pos = position.mul( exp( scale.div( 2 ).add( 0.5 ) ) ).add( seed ).toVar( ); var res = vec3().toVar(); var factor = float( 1 ).toVar(); Loop( complexity.add( 4 ), ()=>{ res.addAssign( noiseg( pos.mul( factor ) ) ); factor.addAssign( factor ); } ); return mix( background, color, res.x.add( 1 ).div( 5 ) ); } ).setLayout( { name: 'dysonSphereRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'complexity', type: 'float' }, { name: 'color', type: 'vec3' }, { name: 'background', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); function dysonSphere( params={} ) { var { position, scale, complexity, color, background, seed } = { ...defaults$G, ...params }; return dysonSphereRaw( position, scale, complexity, color, background, seed ); } dysonSphere.defaults = defaults$G; var defaults$F = { $name: 'Entangled', position: positionGeometry, scale: 2, density: 10, color: new Color( 0x002040 ), background: new Color( 0xFFFFFF ), seed: 0, }; var entangledRaw = Fn( ([ position, scale, density, color, background, seed ]) => { var xscale = exp( scale.div( 2 ) ).toVar( ); var pos = position.add( seed ).toVar( ); var k = float( -1e4 ).toVar( ); var k1 = float( 0 ).toVar( ); Loop( density, ()=> { k1.assign( sin( mx_noise_float( mul( pos, xscale ) ).mul( 3*Math.PI ) ) ); k.assign( max( k, k1 ) ); xscale.mulAssign( 1.2 ); } ); k.assign( oneMinus( pow( abs( k ), 5 ) ).mul( 6 ) ); return mix( color, background, k ); } ).setLayout( { name: 'entangled', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'density', type: 'int' }, { name: 'color', type: 'vec3' }, { name: 'background', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); function entangled( params={} ) { var { position, scale, density, color, background, seed } = { ...defaults$F, ...params }; return entangledRaw( position, scale, density, color, background, seed ); } entangled.defaults = defaults$F; var defaults$E = { $name: 'Fordite', position: positionGeometry, scale: 2, color: new Color( 0, 0, 0 ), seed: 0, }; var forditeRaw = Fn( ([ position, scale, color, seed ]) => { var pos = position.mul( exp( scale ) ).add( seed ).toVar( ); var k = mx_noise_float( vec3( mx_noise_float( pos, 1 ), mx_noise_float( pos, 2 ), mx_noise_float( pos, 3 ), ) ).toVar( ); return hsl( vec3( k, 1, sin( mul( k, Math.PI, 4 ) ).mul( 0.5 ).add( 0.5 ) ) ).add( color ); } ).setLayout( { name: 'forditeRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'color', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); function fordite( params={} ) { var { position, scale, color, seed } = { ...defaults$E, ...params }; return forditeRaw( position, scale, color, seed ); } fordite.defaults = defaults$E; var defaults$D = { $name: 'Gas giant', position: positionGeometry, scale: 2, turbulence: 0.3, blur: 0.6, colorA: new Color( 0xFFF8F0 ), colorB: new Color( 0xF0E8B0 ), colorC: new Color( 0xAFA0D0 ), seed: 0, }; var gasGiantRaw = Fn( ([ position, scale, turbulence, blur, colorA, colorB, colorC, seed ])=>{ var xscale = scale.div( 2 ).add( 1 ).toVar(); var pos = position.mul( exp( xscale ) ).add( seed ).toVar( ); // turbulence strength var xturbulence = turbulence.mul( mx_noise_float( vec3( 0, pos.y.mul( 0.5 ), 0 ).add( 1 ) ).add( mx_noise_float( vec3( 0, pos.y.mul( 1 ), 0 ).add( 1 ) ).mul( 0.5 ), mx_noise_float( vec3( 1, pos.y.mul( 2 ), 1 ).add( 1 ) ).mul( 0.25 ) ) ).mul( 5 ).abs().toVar(); var spot = mx_noise_float( pos.div( 4 ) ).add( 1 ).div( 2 ).pow( 10 ).mul( 10 ).smoothstep( 0, 1 ); // apply turbulence pos.addAssign( vec3( mx_noise_float( pos ), mx_noise_float( pos.yxz ), mx_noise_float( pos.yzx ) ).mul( xturbulence.mul( spot.mul( 2 ).exp() ) ) ); var xblur = blur.pow( 0.2 ).oneMinus().mul( xturbulence.add( 1 ) ).toVar(); var k = mx_noise_float( pos.mul( vec3( 0, xscale, 0 ) ) ); k = k.add( mx_noise_float( pos.mul( vec3( 1, 15, 1 ) ) ).mul( xblur ) ); k = k.add( -0.5 ).smoothstep( -1, 1 ).oneMinus(); var n = mx_noise_float( vec3( 0, pos.y.mul( 0.75 ), 0 ) ).add( 1 ); var HSL = toHsl( mix( colorB, colorA, n ) ); var color = hsl( vec3( HSL.x.add( mx_noise_float( pos.mul( vec3( 0, xscale, 0 ) ) ).div( 4 ) ), HSL.yz ) ).toVar(); color.assign( mix( color, colorC, xturbulence.mul( 0.3 ) ) ); return color.mul( k ); } ).setLayout( { name: 'gasGiantRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'turbulence', type: 'float' }, { name: 'blur', type: 'float' }, { name: 'colorA', type: 'vec3' }, { name: 'colorB', type: 'vec3' }, { name: 'colorC', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); function gasGiant( params={} ) { var { position, scale, turbulence, blur, colorA, colorB, colorC, seed } = { ...defaults$D, ...params }; return gasGiantRaw( position, scale, turbulence, blur, colorA, colorB, colorC, seed ); } gasGiant.defaults = defaults$D; var defaults$C = { $name: 'Grid', $replaceExportUVS: screenUV, $replaceExportASP: screenSize.x.div( screenSize.y ).log2(), uvs: equirectUV( positionGeometry.normalize() ), countU: 32, countV: 16, aspect: 1, thinness: 0.8, equirectangular: true, color: new Color( 0x000000 ), background: new Color( 0xFFFFFF ), }; var gridRaw = Fn( ([ uvs, countU, countV, aspect, thinness, equirectangular, color, background ]) => { var xaspect = max( exp2( aspect ), 1 ); var a = mul( uvs.x, xaspect, Math.PI ).toVar(), b = mul( uvs.y, Math.PI ).toVar(); var uTo = div( round( mul( uvs.x, countU ) ), countU ), vTo = div( round( mul( uvs.y, countV ) ), countV ), aTo = mul( uTo, xaspect, Math.PI ), bTo = mul( vTo, Math.PI ); var angleU = abs( sub( a, aTo ) ).mul( mix( 1, sin( b ), equirectangular ) ), angleV = abs( sub( b, bTo ) ), angle = min( angleU, angleV ); var treshold = mul( min( div( xaspect.mul( Math.PI ), countU ), div( Math.PI, countV ) ), remapClamp( pow( thinness, 0.5 ), 0, 1, 0.9, 0.04 ), 0.5 ); var k = oneMinus( smoothstep( sub( treshold, 0.002 ), add( treshold, 0.002 ), angle ) ); return mix( background, color, k ); } ).setLayout( { name: 'gridRaw', type: 'vec3', inputs: [ { name: 'uvs', type: 'vec2' }, { name: 'countU', type: 'float' }, { name: 'countV', type: 'float' }, { name: 'aspect', type: 'float' }, { name: 'thinness', type: 'float' }, { name: 'equirectangular', type: 'int' }, { name: 'color', type: 'vec3' }, { name: 'background', type: 'vec3' }, ] } ); function grid( params={} ) { var { uvs, countU, countV, aspect, thinness, equirectangular, color, background } = { ...defaults$C, ...params }; return gridRaw( uvs, countU, countV, aspect, thinness, equirectangular, color, background ); } grid.defaults = defaults$C; var defaults$B = { $name: 'Isolines', position: positionGeometry, scale: 2, density: 40, blur: 0.3, thinness: 0.6, color: new Color( 0xFFFFFF ), background: new Color( 0x000000 ), seed: 0, }; var isolinesRaw = Fn( ([ position, scale, density, blur, thinness, color, background, seed ])=>{ var pos = position.mul( exp( scale ) ).add( seed ).toVar( ); var k = mx_noise_float( pos, density ); k = oneMinus( sin( k ) ).div( 2 ); k = smoothstep( sub( thinness, blur ), add( thinness, blur ), k ); return mix( color, background, k ); } ).setLayout( { name: 'isolinesRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'density', type: 'float' }, { name: 'blur', type: 'float' }, { name: 'thinness', type: 'float' }, { name: 'color', type: 'vec3' }, { name: 'background', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); function isolines( params={} ) { var { position, scale, density, blur, thinness, color, background, seed } = { ...defaults$B, ...params }; return isolinesRaw( position, scale, density, blur, thinness, color, background, seed ); } isolines.defaults = defaults$B; var defaults$A = { $name: 'Karst rock', position: positionGeometry, scale: 2, color: new Color( 0xFFF4F0 ), background: new Color( 0xD0D0D0 ), seed: 0, }; var karstRockRaw = Fn( ([ position, scale, color, background, seed ])=>{ var pos = position.mul( exp( scale ) ).add( seed.sin().mul( 5 ) ).toVar( ); var pos2 = pos.add( mx_noise_float( pos.mul( 2 ) ) ).toVar(); var k = mx_noise_float( pos2 ).div( mx_noise_float( pos2.mul( 1.01 ) ) ).clamp( 0, 2 ).toVar(); k.addAssign( mx_noise_float( pos.mul( 100 ) ).div( 3 ) ); k.addAssign( mx_noise_float( pos.mul( 2 ) ).div( 2 ) ); return mix( background, color, k ).mul( k.pow( 0.1 ) ); } ).setLayout( { name: 'karstRockRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'color', type: 'vec3' }, { name: 'background', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); function karstRock( params={} ) { var { position, scale, color, background, seed } = { ...defaults$A, ...params }; return karstRockRaw( position, scale, color, background, seed ); } karstRock.defaults = defaults$A; var defaults$z = { $name: 'Marble', position: positionGeometry, scale: 1.2, thinness: 5, noise: 0.3, color: new Color( 0x4545D3 ), background: new Color( 0xF0F8FF ), seed: 0, }; var marbleRaw = Fn( ([ position, scale, thinness, xnoise, color, background, seed ]) => { var pos = position.mul( exp( scale ) ).add( seed ).toVar( ); var k = add( mx_noise_float( pos ), mx_noise_float( pos.mul( 2 ) ).mul( 0.5 ), mx_noise_float( pos.mul( 6 ) ).mul( 0.1 ) ); var k = oneMinus( k.abs().pow( 2.5 ) ).toVar(); var maxSmooth = oneMinus( pow( 0.5, thinness.add( 7 ) ) ).toVar(), minSmooth = oneMinus( pow( 0.5, thinness.add( 7 ).mul( 0.5 ) ) ).toVar(); If( k.greaterThan( maxSmooth ), ()=>{ k.assign( 1 ); } ) .ElseIf( k.lessThan( minSmooth ), ()=>{ k.assign( 0 ); } ) .Else( ()=> { var a = k.sub( minSmooth ); var b = maxSmooth.sub( minSmooth ); k.assign( pow( div( a, b ), 5 ).mul( 0.75 ) ); k.assign( k.mul( add( 0.5, mx_noise_float( pos.mul( 2 ) ).mul( 1.5 ) ) ) ); } ); k.assign( k.add( mul( xnoise, mx_noise_float( pos.mul( 150 ) ).abs().pow3() ) ) ); return mix( background, color, k ); } ).setLayout( { name: 'marbleRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'thinness', type: 'float' }, { name: 'xnoise', type: 'float' }, { name: 'color', type: 'vec3' }, { name: 'background', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); function marble( params={} ) { var { position, scale, thinness, noise, color, background, seed } = { ...defaults$z, ...params }; return marbleRaw( position, scale, thinness, noise, color, background, seed ); } marble.defaults = defaults$z; var defaults$y = { $name: 'Neon Lights', position: positionGeometry, scale: 2, thinness: 0.8, mode: 0, // 0=additive, 1=subtractive colorA: new Color( 0xFF0000 ), colorB: new Color( 0x00FF00 ), colorC: new Color( 0x0000FF ), background: new Color( 0x000000 ), seed: 0, }; var neonLightsRaw = Fn( ([ position, scale, thinness, mode, colorA, colorB, colorC, background, seed ]) => { var pos = position; var xscale = exp( scale.remap( 0, 4, -2, 2 ) ).toVar(); var xthinness = exp( thinness.remap( 0, 1, 1.5, 0 ) ).toVar(); var color = background.toVar(); var neon = vec3( 0 ).toVar(); var x = mx_noise_float( pos.xyz ).toVar(); var y = mx_noise_float( pos.yzx ).toVar(); var z = mx_noise_float( pos.zxy ).toVar(); var k = mx_noise_float( vec3( x, y, z ).mul( xscale ).add( seed ) ).toVar(); k.assign( oneMinus( sqrt( abs( k ) ) ).pow( 3 ) ); neon.assign( colorA ); var HSL = toHsl( neon ); neon.assign( hsl( vec3( HSL.xy, HSL.z.mul( k ) ) ) ); color.addAssign( select( mode.equal( 0 ), neon, neon.negate() ).mul( xthinness ) ); k.assign( mx_noise_float( vec3( y, z, x ).mul( xscale ).sub( seed ) ) ); k.assign( oneMinus( sqrt( abs( k ) ) ).pow( 3 ) ); neon.assign( colorB ); var HSL = toHsl( neon ); neon.assign( hsl( vec3( HSL.xy, HSL.z.mul( k ) ) ) ); color.addAssign( select( mode.equal( 0 ), neon, neon.negate() ).mul( xthinness ) ); k.assign( mx_noise_float( vec3( z, x, y.negate() ).mul( xscale ).add( seed ) ) ); k.assign( oneMinus( sqrt( abs( k ) ) ).pow( 3 ) ); neon.assign( colorC ); var HSL = toHsl( neon ); neon.assign( hsl( vec3( HSL.xy, HSL.z.mul( k ) ) ) ); color.addAssign( select( mode.equal( 0 ), neon, neon.negate() ).mul( xthinness ) ); return color; } ).setLayout( { name: 'neonLightsRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'thinness', type: 'float' }, { name: 'node', type: 'float' }, { name: 'colorA', type: 'vec3' }, { name: 'colorB', type: 'vec3' }, { name: 'colorC', type: 'vec3' }, { name: 'background', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); function neonLights( params={} ) { var { position, scale, thinness, mode, colorA, colorB, colorC, background, seed } = { ...defaults$y, ...params }; return neonLightsRaw( position, scale, thinness, mode, colorA, colorB, colorC, background, seed ); } neonLights.defaults = defaults$y; var defaults$x = { $name: 'Perlin noise', position: positionGeometry, scale: 2, balance: 0, contrast: 0, color: new Color( 0xFFFFFF ), background: new Color( 0x000000 ), seed: 0, }; var perlinNoiseRaw = Fn( ([ position, scale, balance, contrast, color, background, seed ]) => { var pos = position.mul( exp( scale ) ).add( seed ); var k = clamp( 0, 1, mx_noise_float( pos ).mul( 0.5, exp( contrast ) ).add( 0.5, balance ) ); return mix( background, color, k ); } ).setLayout( { name: 'perlinNoiseRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'balance', type: 'float' }, { name: 'contrast', type: 'float' }, { name: 'color', type: 'vec3' }, { name: 'background', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); function perlinNoise( params={} ) { var { position, scale, balance, contrast, color, background, seed } = { ...defaults$x, ...params }; return perlinNoiseRaw( position, scale, balance, contrast, color, background, seed ); } perlinNoise.defaults = defaults$x; var defaults$w = { $name: 'Photosphere', position: positionGeometry, scale: 2, color: new Color( 0xFFFF00 ), background: new Color( 0xFF0000 ), seed: 0, }; var photosphereRaw = Fn( ([ position, scale, color, background, seed ]) => { var xscale = exp( scale.add( 1 ) ).toVar( ); var pos = position.toVar( ); var vec = vec3( pos ).toVar(); Loop( 6, () => { vec.assign( rotate( vec, pos.mul( xscale ) ) ); xscale.mulAssign( seed.mul( xscale ).sin().mul( 0.05 ).add( 1.1 ) ); } ); var k = mx_noise_float( vec ).add( 1 ).div( 2 ); return mix( background, color, k ); } ).setLayout( { name: 'photosphereRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'color', type: 'vec3' }, { name: 'background', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); function photosphere( params={} ) { var { position, scale, color, background, seed } = { ...defaults$w, ...params }; return photosphereRaw( position, scale, color, background, seed ); } photosphere.defaults = defaults$w; var defaults$v = { $name: 'Planet', position: positionGeometry, scale: 2, iterations: 5, levelSea: 0.3, levelMountain: 0.7, balanceWater: 0.3, balanceSand: 0.2, balanceSnow: 0.8, colorDeep: new Color( 0x123a59 ).convertLinearToSRGB(), // SteelBlue colorShallow: new Color( 0x87CEEB ).convertLinearToSRGB(), // SkyBlue colorBeach: new Color( 0xFFFACD ).convertLinearToSRGB(), // LemonChiffon colorGrass: new Color( 0x3CB371 ).convertLinearToSRGB(), // MediumSeaGreen colorForest: new Color( 0x003000 ).convertLinearToSRGB(), // Dark green colorSnow: new Color( 0xF0FFFF ).convertLinearToSRGB(), // Azure seed: 0, }; var planetRaw = Fn( ([ position, scale, iterations, levelSea, levelMountain, balanceWater, balanceSand, balanceSnow, colorDeep, colorShallow, colorBeach, colorGrass, colorForest, colorSnow, seed ])=>{ var k = float( 0 ).toVar(), sum = float( 0 ).toVar(), xscale = exp( scale.sub( 2 ) ).toVar(), xpower = float( 2 ).toVar(); Loop( iterations.add( 10 ), ()=>{ k.addAssign( mul( xpower, mx_noise_float( position.mul( xscale ).add( seed ) ) ) ); sum.addAssign( xpower ); xscale.mulAssign( 1.5 ); xpower.mulAssign( 0.8 ); } ); k.assign( mul( k, k, 0.5 ).div( sum ) ); var levelSea = levelSea.pow( 2 ).toVar(); var levelMountain = levelMountain.pow( 2 ).toVar(); var levelSand = mix( levelSea, levelMountain, balanceSand ).toVar(); var levelCoast = mix( levelSea, levelSand, 0.4 ).toVar(); var levelGrass = mix( levelSea, levelSand, 0.6 ).toVar(); var color = vec3().toVar(); // process water If( k.lessThan( levelSea ), ()=>{ // deep-shallow color.assign( mix( colorDeep, colorShallow, remap( k, 0, levelSea, 0, 1 ).pow( exp( balanceWater.mul( -8 ).add( 4 ) ) ) ) ); } ) .ElseIf( k.lessThan( levelCoast ), ()=>{ // shallow-sand color.assign( mix( colorShallow, colorBeach, remap( k, levelSea, levelCoast ) ) ); } ) .ElseIf( k.lessThan( levelGrass ), ()=>{ // sand color.assign( colorBeach ); } ) .ElseIf( k.lessThan( levelSand ), ()=>{ // shallow-sand-grass color.assign( mix( colorBeach, colorGrass, remap( k, levelGrass, levelSand ) ) ); } ) .ElseIf( k.lessThan( levelMountain ), ()=>{ // grass-forest color.assign( mix( colorGrass, colorForest, remap( k, levelSand, levelMountain ).pow( 0.75 ) ) ); } ) .Else( ()=>{ // forest-snow var levelSnow = mix( 1, levelMountain, balanceSnow ); color.assign( mix( colorForest, colorSnow, smoothstep( mix( levelSnow, levelMountain, balanceSnow.pow( 0.5 ) ), levelSnow, k ) ) ); } ); return color; } ).setLayout( { name: 'planetRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'scale', type: 'float' }, { name: 'iterations', type: 'int' }, { name: 'levelSea', type: 'float' }, { name: 'levelMountain', type: 'float' }, { name: 'balanceWater', type: 'float' }, { name: 'balanceSand', type: 'float' }, { name: 'balanceSnow', type: 'float' }, { name: 'colorDeep', type: 'vec3' }, { name: 'colorShallow', type: 'vec3' }, { name: 'colorBeach', type: 'vec3' }, { name: 'colorGrass', type: 'vec3' }, { name: 'colorForest', type: 'vec3' }, { name: 'colorSnow', type: 'vec3' }, { name: 'seed', type: 'float' }, ] } ); function planet( params={} ) { var { position, scale, iterations, levelSea, levelMountain, balanceWater, balanceSand, balanceSnow, colorDeep, colorShallow, colorBeach, colorGrass, colorForest, colorSnow, seed } = { ...defaults$v, ...params }; return planetRaw( position, scale, iterations, levelSea, levelMountain, balanceWater, balanceSand, balanceSnow, colorDeep, colorShallow, colorBeach, colorGrass, colorForest, colorSnow, seed ); } planet.defaults = defaults$v; var defaults$u = { $name: 'Polka dots', position: positionGeometry, count: 2, size: 0.5, blur: 0.25, color: new Color( 0x000000 ), background: new Color( 0xFFFFFF ), flat: 0, }; var goldenRatio = ( 1+5**0.5 )/2; var polkaDotsRaw = Fn( ([ position, count, size, blur, color, background, xflat ]) => { var dist = float( 1 ).toVar(); If( xflat.equal( 1 ), ()=>{ var cnt = count.pow( 2 ).sub( 0.5 ).toVar(); var pos = position.xy.mul( cnt ).mul( mat2( 1, 1, -1, 1 ) ); var posTo = pos.round().toVar(); dist.assign( pos.distance( posTo ).div( cnt ) ); } ).Else( ()=>{ var cnt = pow( 10, count ).toVar(); var vec = position.normalize().toVar(); var besti = oneMinus( vec.y ).mul( cnt ).sub( 1 ).div( 2 ); var span = max( 10, cnt.pow( 0.5 ) ); var mini = besti.sub( span ).floor().clamp( 0, cnt ); var maxi = besti.add( span ).floor().clamp( 0, cnt ); dist.assign( 1 ).toVar(); Loop( maxi.sub( mini ), ( { i } )=> { var j = add( i, mini ); var theta = mod( mul( 2*Math.PI/goldenRatio, j ), 2*Math.PI ); var phi = acos( oneMinus( float( j ).mul( 2 ).add( 1 ).div( cnt ) ) ); var pnt = spherical( phi, theta );//.normalize(); dist.assign( min( dist, distance( vec, pnt ) ) ); } ); // Loop } ); // Else var xsize = exp( size.mul( 5 ).sub( 5 ) ).toVar(); var xblur = blur.pow( 4 ).toVar(); var k = smoothstep( xsize.sub( xblur ), xsize.add( xblur ), dist ); return mix( color, background, k ); } ).setLayout( { name: 'polkaDotsRaw', type: 'vec3', inputs: [ { name: 'position', type: 'vec3' }, { name: 'count', type: 'float' }, { name: 'size', type: 'float' }, { name: 'blur', type: 'float' }, { name: 'color', type: 'vec3' }, { name: 'background', type: 'vec3' }, { name: 'xflat', type: 'int' }, ] } ); function polkaDots( params={} ) { var { position, count, size, blur, color, background, flat } = { ...defaults$u, ...params }; return polkaDotsRaw( position, count, size, blur, color, background, flat ); } polkaDots.defaults = defaults$u; var defaults$t = { $name: 'Processed wood', $width: 260, position: positionGeometry, scale: 2, lengths: 4, strength: 0.3, angle: 0, color: new Color( 0x702020 ), background: new Color( 0xF0D0A0 ), seed: 0, }; var processedWoodRaw = Fn( ([ position, scale, lengths, strength, angle, color, background, seed ])=>{ var angle = radians( angle ).toVar(); var posLocal = vec3( sub( position.x.mul( cos( angle ) ), position.y.mul( sin( angle ) ) ), add( position.x.mul( sin( angle ) ), position.y.mul( cos( angle ) ) ), position.z, ).toVar(); var xscale = scale.div( 2 ).add( 1 ).toVar(); var pos = posLocal.mul( exp( scale ) ).add( seed ).toVar( ); var len = lengths.add( 5 ).reciprocal().toVar(); var k = mx_noise_float( pos.mul( xscale, vec3( 1, l