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Godot-Shader-Lib/addons/ShaderLib/UV/FlipbookUV.gd

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@tool
class_name VisualShaderNodeUVFlipbook extends VisualShaderNodeCustom
func _init() -> void:
set_input_port_default_value(1, 1)
set_input_port_default_value(2, 1)
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set_input_port_default_value(3, 0.1)
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set_output_port_for_preview(0)
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func _get_name() -> String:
return "Flipbook"
func _get_category() -> String:
return "UV"
func _get_description() -> String:
return "Creates a flipbook, or texture sheet animation, of the UVs supplied to input UV."
func _get_return_icon_type() -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_input_port_count() -> int:
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return 4
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func _get_input_port_name(port: int) -> String:
match port:
0:
return "uv"
1:
return "rows"
2:
return "columns"
3:
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return "anim speed"
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return ""
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
match port:
0:
return PORT_TYPE_VECTOR_2D
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1, 2:
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return PORT_TYPE_SCALAR_INT
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3:
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return PORT_TYPE_SCALAR
return PORT_TYPE_SCALAR
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "uv"
func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("FlipbookUV.gdshaderinc").code
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return code
func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
match mode:
0, 1:
return true
_:
return false
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func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String
match mode:
0, 1:
uv = "UV"
_:
uv = "vec2(0.0)"
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if input_vars[0]:
uv = input_vars[0]
var rows: String = input_vars[1]
var columns: String = input_vars[2]
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var anim_speed: String = input_vars[3]
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return output_vars[0] + " = flipbook_uv(%s, %s, %s, %s);" % [uv, rows, columns, anim_speed]