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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-09-20 04:15:58 +08:00

Maths nodes refactored, Smoothmin and Smoothmax nodes added

This commit is contained in:
Digvijaysinh Gohil
2024-07-03 00:01:09 +05:30
parent 45ddc1f6a2
commit 3cf0e2d38a
14 changed files with 191 additions and 40 deletions

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@ -70,6 +70,10 @@ func _get_property_name(index: int) -> String:
func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("SawtoothWave.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String
var vector_index: int = get_option_index(0)
@ -86,4 +90,12 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
if input_vars[0]:
input = input_vars[0]
return output_vars[0] + " = 2.0 * (%s - floor(0.5 + %s));" % [input, input]
match vector_index:
0:
return output_vars[0] + " = sawtooth_wave(vec4(%s)).x;" % [input]
1:
return output_vars[0] + " = sawtooth_wave(vec4(%s, 0.0, 0.0)).xy;" % [input]
2:
return output_vars[0] + " = sawtooth_wave(vec4(%s, 0.0)).xyz;" % [input]
_:
return output_vars[0] + " = sawtooth_wave(%s);" % [input]

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@ -0,0 +1,3 @@
vec4 sawtooth_wave(vec4 input) {
return 2. * (input - floor(.5 + input));
}

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@ -71,6 +71,10 @@ func _get_property_name(index: int) -> String:
func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("SquareWave.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String
var vector_index: int = get_option_index(0)
@ -87,4 +91,12 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
if input_vars[0]:
input = input_vars[0]
return output_vars[0] + " = 1.0 - 2.0 * round(fract(%s));" % [input]
match vector_index:
0:
return output_vars[0] + " = square_wave(vec4(%s)).x;" % [input]
1:
return output_vars[0] + " = square_wave(vec4(%s, 0.0, 0.0)).xy;" % [input]
2:
return output_vars[0] + " = square_wave(vec4(%s, 0.0)).xyz;" % [input]
_:
return output_vars[0] + " = square_wave(%s);" % [input]

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@ -0,0 +1,3 @@
vec4 square_wave(vec4 input) {
return 1. - 2. * round(fract(input));
}

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@ -69,6 +69,10 @@ func _get_property_name(index: int) -> String:
func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("TriangleWave.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String
var vector_index: int = get_option_index(0)
@ -85,4 +89,12 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
if input_vars[0]:
input = input_vars[0]
return output_vars[0] + " = 2.0 * abs(2.0 * (%s - floor(0.5 + %s))) - 1.0;" % [input, input]
match vector_index:
0:
return output_vars[0] + " = triangle_wave(vec4(%s)).x;" % [input]
1:
return output_vars[0] + " = triangle_wave(vec4(%s, 0.0, 0.0)).xy;" % [input]
2:
return output_vars[0] + " = triangle_wave(vec4(%s, 0.0)).xyz;" % [input]
_:
return output_vars[0] + " = triangle_wave(%s);" % [input]

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@ -0,0 +1,3 @@
vec4 triangle_wave(vec4 input) {
return 2. * abs(2. * (input - floor(.5 + input))) - 1.;
}