Created
July 14, 2020 20:45
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// Instructions | |
// 1. Download into the folder 'shader' in your MagicaVoxel install folder | |
// 2. Open the shaders panel on the right | |
// 3. Cick the cake shader and press play! Your model insides are now cake! (Colors not included) | |
// Copyright 2020 Aidan (@PossiblyAShrub) | |
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and | |
// associated documentation files (the "Software"), to deal in the Software without restriction, including | |
// without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
// copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the | |
// following conditions: The above copyright notice and this permission notice shall be included in all | |
// copies or substantial portions of the Software. | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED | |
// TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL | |
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF | |
// CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER | |
// DEALINGS IN THE SOFTWARE. | |
// xs_begin | |
// author : '@PossiblyAShrub' | |
// arg : { id = '0' name = 'Num Layers' value = '8' range = '1 20' step = '1' decimal = '0' } | |
// xs_end | |
//===== user args ===== | |
// uniform float i_args[8]; | |
//===== built-in args ===== | |
// uniform vec3 i_volume_size; // volume size [1-256] | |
// uniform float i_color_index; // color index [0-255] | |
// uniform vec3 i_mirror; // mirror mode [0,1] | |
// uniform vec3 i_axis; // axis mode [0,1] | |
// uniform float i_iter; // iteration index | |
//===== built-in functions ===== | |
// float voxel( vec3 v ); // get voxel color index at position v | |
float map(vec3 v) { | |
// dump args into named variables | |
float numLayers = i_args[0]; | |
// find all 6 neighbors | |
bool up = voxel(v + vec3(0, 1, 0)) != 0; | |
bool down = voxel(v + vec3(0, -1, 0)) != 0; | |
bool right = voxel(v + vec3(1, 0, 0)) != 0; | |
bool left = voxel(v + vec3(-1, 0, 0)) != 0; | |
bool front = voxel(v + vec3(0, 0, 1)) != 0; | |
bool back = voxel(v + vec3(0, 0, -1)) != 0; | |
// if all neighbors are found then we are inside the model | |
// so... CAKE | |
if (up && down && right && left && front && back) { | |
// then do some math to find what layer we're on | |
return i_color_index + floor((v.z / i_volume_size.z) * numLayers); | |
} | |
// otherwise leave things as we found them - they will never notice! | |
return voxel(v); | |
} |
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