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Godot-Shader-Lib/addons/ShaderLib/Procedural/Noise/Voronoi.gd

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GDScript3
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2023-10-12 19:46:55 +05:30
@tool
class_name VisualShaderNodeProceduralVoronoi extends VisualShaderNodeCustom
func _init() -> void:
_set_input_port_default_value(1, 5.0)
_set_input_port_default_value(2, 2.0)
output_port_for_preview = 0
func _get_name() -> String:
return "Voronoi"
func _get_category() -> String:
return "Procedural/Noise"
func _get_description() -> String:
return "Generates a Voronoi or Worley noise based on input UV."
func _get_return_icon_type() -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR
func _get_input_port_count() -> int:
return 3
func _get_input_port_name(port: int) -> String:
match port:
0:
return "uv"
1:
return "cell density"
2:
return "angle offset"
return ""
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
match port:
0:
return PORT_TYPE_VECTOR_2D
1, 2:
return PORT_TYPE_SCALAR
return PORT_TYPE_SCALAR
func _get_output_port_count() -> int:
return 2
func _get_output_port_name(port: int) -> String:
match port:
0:
return "output"
1:
return "cells"
return ""
func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("Voronoi.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"
if input_vars[0]:
uv = input_vars[0]
var cell_density: String = input_vars[1]
var angle_offset: String = input_vars[2]
var output: String = output_vars[0]
var cells: String = output_vars[1]
return "voronoi_noise(%s,%s, %s, %s, %s);" % [uv, cell_density, angle_offset, output, cells]