// Copyright (c) 2023 Lachlan McDonald // This work is licensed under the MIT License (MIT) // https://github.com/lachlanmcdonald/magicavoxel-shaders // // This script utilises or modifies code from other projects or publications. // Please see the attributions below for more information: // // 1. Copyright (c) 2020 ValgoBoi // MIT License (MIT) // https://github.com/ValgoBoi/clover-noise/blob/master/LICENSE // // xs brush/grass [Direction] [Mode] [Density] [Growth] [Seed] // // xs_begin // author : '@lachlanmcdonald' // arg : { name = 'Direction' var = 'm_direction' range = '0 1' value = '0' step = '1' precision = '0' } // arg : { name = 'Mode' var = 'm_mode' range = '0 4' value = '0' step = '1' precision = '0' } // arg : { name = 'Density' var = 'm_density' range = '1 256' value = '2' step = '1' precision = '0' } // arg : { name = 'Growth' var = 'm_growth' range = '0 100' value = '50' step = '1' precision = '0' } // arg : { name = 'Seed' var = 'global_seed' range = '1 100' value = '1' step = '1' precision = '0' } // xs_end int direction = int(m_direction); int mode = int(m_mode); float density = m_density; float growth = mix(1.0, -1.0, m_growth / 100.0); float hash(vec2 p, float seed) { p += seed + global_seed; return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); } float hash(vec2 co) { return hash(co, 0.0); } float pal(float p) { float f = floor(mix(0.0, float(i_num_color_sels), p)); return color_sel(f); } float map(vec3 v) { if (direction == 1) { v.z = i_volume_size.z - v.z; } vec2 cell = floor(vec2(v.xy) / density); vec3 local = floor(mod(v, density)); vec2 placement = floor(vec2(hash(cell.xy), hash(cell.xy, 170.3170)) * density); if (all(equal(local.xy, placement))) { float height = hash(cell.yx, -170.3170); float z = v.z / i_volume_size.z; float p = 1.0 - sqrt(1.0 - pow(height, 2.0)); float p2 = mix(height, p, growth); if (z < p2) { float f; if (mode == 0) { f = p2; } else if (mode == 1) { f = hash(vec2(z, p)); } else if (mode == 2) { f = hash(v.xy); } else if (mode == 3) { f = z / p2; } else if (mode == 4) { f = 1.0 - (z / p2); } return pal(f); } } return 0.0; }