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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-09-19 20:05:57 +08:00
#9 issue fix
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@ -2,84 +2,83 @@ vec2 flipbook_uv(vec2 uv, int rows, int columns, float anim_speed){
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int start_frame = 1;
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int start_frame = 1;
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int end_frame = rows * columns;
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int end_frame = rows * columns;
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start_frame += int(fract(TIME * anim_speed) * float(end_frame));
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start_frame += int(fract(TIME * anim_speed) * float(end_frame));
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float _frame = float(clamp(start_frame, 0, end_frame));
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float frame = float(clamp(start_frame, 0, end_frame));
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vec2 _off_per_frame = vec2((1.0 / float(columns)), (1.0 / float(rows)));
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vec2 off_per_frame = vec2((1.0 / float(columns)), (1.0 / float(rows)));
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vec2 _sprite_size = vec2(uv.x / float(columns), uv.y / float(rows));
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vec2 sprite_size = vec2(uv.x / float(columns), uv.y / float(rows));
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vec2 _current_sprite = vec2(0.0, 1.0 - _off_per_frame.y);
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vec2 current_sprite = vec2(0.0, 1.0 - off_per_frame.y);
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_current_sprite.x += _frame * _off_per_frame.x;
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current_sprite.x += frame * off_per_frame.x;
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float _row_index;
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float row_index;
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float _mod = modf(_frame / float(columns), _row_index);
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float mod = modf(frame / float(columns), row_index);
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_current_sprite.y -= 1.0 - (_row_index * _off_per_frame.y);
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current_sprite.y -= 1.0 - (row_index * off_per_frame.y);
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_current_sprite.x -= _row_index * float(columns) * _off_per_frame.x;
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current_sprite.x -= row_index * float(columns) * off_per_frame.x;
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vec2 _sprite_uv = (_sprite_size + _current_sprite);
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vec2 sprite_uv = (sprite_size + current_sprite);
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return _sprite_uv;
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return sprite_uv;
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}
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}
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vec2 parallax_mapping_uv_offset_1_step(float height, float amplitude, vec3 view_dir_tangent)
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vec2 parallax_mapping_uv_offset_1_step(float height, float amplitude, vec3 view_dir_tangent) {
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{
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height = height * amplitude - amplitude / 2.0;
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height = height * amplitude - amplitude / 2.0;
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vec3 _vector = view_dir_tangent;
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vec3 vector = view_dir_tangent;
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_vector.y += 0.42;
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vector.y += 0.42;
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return height * (_vector.xz / _vector.y);
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return height * (vector.xz / vector.y);
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}
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}
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vec2 parallax_mapping_uv(sampler2D height, float amplitude, vec2 uv, vec3 tangent, vec3 normal, vec3 binormal, vec3 view)
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vec2 parallax_mapping_uv(sampler2D height, float amplitude, vec2 uv, vec3 tangent, vec3 normal, vec3 binormal, vec3 view)
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{
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{
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float depth = amplitude / 10.0;
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float depth = amplitude / 10.0;
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mat3 _tangent_matrix = mat3(tangent, normal, -binormal); // VIEW TO TANGENT SPACE
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mat3 tangent_matrix = mat3(tangent, normal, -binormal); // VIEW TO TANGENT SPACE
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vec3 _view_tangent = transpose(_tangent_matrix) * view;
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vec3 view_tangent = transpose(tangent_matrix) * view;
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float _parallaxHeight = texture(height, uv).r;
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float parallaxHeight = texture(height, uv).r;
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vec2 _parallaxOffset = parallax_mapping_uv_offset_1_step(_parallaxHeight, depth, _view_tangent);
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vec2 parallaxOffset = parallax_mapping_uv_offset_1_step(parallaxHeight, depth, view_tangent);
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return _parallaxOffset + uv;
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return parallaxOffset + uv;
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}
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}
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vec2 radial_shear_uv(vec2 uv, vec2 center, float strength, vec2 offset){
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vec2 radial_shear_uv(vec2 uv, vec2 center, float strength, vec2 offset){
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vec2 _delta = uv - center;
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vec2 delta = uv - center;
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float _delta2 = dot(_delta.xy, _delta.xy);
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float delta2 = dot(delta.xy, delta.xy);
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vec2 _delta_offset = vec2(_delta2 * strength);
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vec2 delta_offset = vec2(delta2 * strength);
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return uv + vec2(_delta.y, -_delta.x) * _delta_offset + offset;
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return uv + vec2(delta.y, -delta.x) * delta_offset + offset;
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}
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}
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vec2 rotate_uv(vec2 uv, vec2 center, float rotation, bool use_degrees){
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vec2 rotate_uv(vec2 uv, vec2 center, float rotation, bool use_degrees){
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float _angle = rotation;
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float angle = rotation;
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if(use_degrees){
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if(use_degrees){
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_angle = rotation * (3.1415926/180.0);
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angle = rotation * (3.1415926/180.0);
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}
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}
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mat2 _rotation = mat2(
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mat2 rot = mat2(
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vec2(cos(_angle), -sin(_angle)),
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vec2(cos(angle), -sin(angle)),
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vec2(sin(_angle), cos(_angle))
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vec2(sin(angle), cos(angle))
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);
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);
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vec2 _delta = uv - center;
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vec2 delta = uv - center;
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_delta = _rotation * _delta;
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delta = rot * delta;
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return _delta + center;
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return delta + center;
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}
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}
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vec2 spherize_uv(vec2 uv, vec2 center, float strength, vec2 offset){
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vec2 spherize_uv(vec2 uv, vec2 center, float strength, vec2 offset){
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vec2 _delta = uv - center;
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vec2 delta = uv - center;
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float _delta2 = dot(_delta.xy, _delta.xy);
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float delta2 = dot(delta.xy, delta.xy);
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float _delta4 = _delta2 * _delta2;
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float delta4 = delta2 * delta2;
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vec2 _delta_offset = vec2(_delta4 * strength);
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vec2 delta_offset = vec2(delta4 * strength);
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return uv + _delta * _delta_offset + offset;
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return uv + delta * delta_offset + offset;
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}
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}
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vec2 swirl_uv(vec2 uv, vec2 center, float strength, vec2 offset){
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vec2 swirl_uv(vec2 uv, vec2 center, float strength, vec2 offset){
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vec2 _delta = uv - center;
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vec2 delta = uv - center;
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float _angle = strength * max(pow(1. - length(_delta), 3), 0);
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float angle = strength * max(pow(1. - length(delta), 3), 0);
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mat2 _rotation = mat2(
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mat2 rotation = mat2(
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vec2(cos(_angle), -sin(_angle)),
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vec2(cos(angle), -sin(angle)),
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vec2(sin(_angle), cos(_angle))
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vec2(sin(angle), cos(angle))
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);
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);
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_delta = _rotation * _delta;
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delta = rotation * delta;
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return _delta + center;
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return delta + center + offset;
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}
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}
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vec2 twirl_uv(vec2 uv, vec2 center, float strength, vec2 offset){
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vec2 twirl_uv(vec2 uv, vec2 center, float strength, vec2 offset){
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vec2 _delta = uv - center;
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vec2 delta = uv - center;
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float _angle = strength * length(_delta);
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float angle = strength * length(delta);
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mat2 _rotation = mat2(
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mat2 rotation = mat2(
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vec2(cos(_angle), -sin(_angle)),
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vec2(cos(angle), -sin(angle)),
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vec2(sin(_angle), cos(_angle))
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vec2(sin(angle), cos(angle))
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);
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);
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_delta = _rotation * _delta;
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delta = rotation * delta;
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return _delta + center;
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return delta + center + offset;
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}
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}
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