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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-09-20 12:25:59 +08:00

Code refactored to incorporate #6

This commit is contained in:
Digvijaysinh Gohil
2024-09-28 00:45:16 +05:30
parent 199f4a772a
commit a98305fa5f
49 changed files with 85 additions and 83 deletions

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float chebyshev_distance_2d(vec2 point1, vec2 point2, float power) {
vec2 p = abs(point1 - point2);
return pow(pow(p.x, power) + pow(p.y, power), 1. / power);
}
float chebyshev_distance_3d(vec3 point1, vec3 point2, float power) {
vec3 p = abs(point1 - point2);
return pow(pow(p.x, power) + pow(p.y, power) + pow(p.z, power), 1. / power);
}
float manhattan_distance_2d(vec2 point1, vec2 point2) {
vec2 d = point1 - point2;
return abs(d.x) + abs(d.y);
}
float manhattan_distance_3d(vec3 point1, vec3 point2) {
vec3 d = point1 - point2;
return abs(d.x) + abs(d.y) + abs(d.z);
}
vec2 project_2d(vec2 a, vec2 b) {
return b * (dot(a, b) / dot(b, b));
}
vec3 project_3d(vec3 a, vec3 b) {
return b * (dot(a, b) / dot(b, b));
}
vec3 project_on_plane(vec3 vector, vec3 plane_normal) {
return vector - (plane_normal * (dot(vector, plane_normal) / dot(plane_normal, plane_normal)));
}
float smoothmin(float a, float b, float t) {
float h = clamp(.5 + .5 * (b - a) / t, 0, 1);
return mix(b, a, h) - t * h * (1. - h);
}
float smoothmax(float a, float b, float t) {
float h = clamp(.5 + .5 * (b - a) / -t, 0, 1);
return mix(b, a, h) + t * h * (1. - h);
}
vec3 vector_transform_world_to_local(mat4 model_matrix, vec3 vector) {
return (inverse(model_matrix) * vec4(vector, 1.0)).xyz;
}
vec3 vector_transform_world_to_view(mat4 view_matrix, vec3 vector) {
return (view_matrix * vec4(vector, 1.0)).xyz;
}
vec3 vector_transform_world_to_screen(mat4 view_matrix, mat4 projection_matrix, vec3 vector) {
vec3 vector_view = vector_transform_world_to_view(view_matrix, vector);
return (projection_matrix * vec4(vector_view, 1.0)).xyz;
}
vec3 vector_transform_world_to_tangent(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
vec3 vector_local = vector_transform_world_to_local(model_matrix, vector);
return local_to_tangent_matrix * vector_local;
}
vec3 vector_transform_local_to_world(mat4 model_matrix, vec3 vector) {
return (model_matrix * vec4(vector, 1.0)).xyz;
}
vec3 vector_transform_local_to_view(mat4 model_matrix, mat4 view_matrix, vec3 vector) {
vec3 vector_world = vector_transform_local_to_world(model_matrix, vector);
return (view_matrix * vec4(vector_world, 1.0)).xyz;
}
vec3 vector_transform_local_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 vector) {
vec3 vector_view = vector_transform_local_to_view(model_matrix, view_matrix, vector);
return (projection_matrix * vec4(vector_view, 1.0)).xyz;
}
vec3 vector_transform_local_to_tangent(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
return local_to_tangent_matrix * vector;
}
vec3 vector_transform_view_to_world(mat4 inv_view_matrix, vec3 vector) {
return (inv_view_matrix * vec4(vector, 1.0)).xyz;;
}
vec3 vector_transform_view_to_local(mat4 inv_view_matrix, mat4 model_matrix, vec3 vector) {
vec3 vector_world = vector_transform_view_to_world(inv_view_matrix, vector);
return vector_transform_world_to_local(model_matrix, vector_world);
}
vec3 vector_transform_view_to_screen(mat4 projection_matrix, vec3 vector) {
return (projection_matrix * vec4(vector, 1.0)).xyz;
}
vec3 vector_transform_view_to_tangent(mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
vec3 vector_local = vector_transform_view_to_local(inv_view_matrix, model_matrix, vector);
return vector_transform_local_to_tangent(normal, binormal, tangent, vector_local);
}
vec3 vector_transform_screen_to_view(mat4 inv_projection_matrix, vec3 vector) {
return (inv_projection_matrix * vec4(vector, 1.0)).xyz;;
}
vec3 vector_transform_screen_to_local(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 vector) {
vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector);
return vector_transform_view_to_local(inv_view_matrix, model_matrix, vector_view);
}
vec3 vector_transform_screen_to_world(mat4 inv_projection_matrix, mat4 inv_view_matrix, vec3 vector) {
vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector);
return vector_transform_view_to_world(inv_view_matrix, vector_view);
}
vec3 vector_transform_screen_to_tangent(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
vec3 vector_local = vector_transform_screen_to_local(inv_projection_matrix, inv_view_matrix, model_matrix, vector);
return local_to_tangent_matrix * vector_local;
}
vec3 vector_transform_tangent_to_local(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
return tangent_to_local_matrix * vector;
}
vec3 vector_transform_tangent_to_world(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
vec3 vector_local = tangent_to_local_matrix * vector;
return vector_transform_local_to_world(model_matrix, vector_local);
}
vec3 vector_transform_tangent_to_view(mat4 model_matrix, mat4 view_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
vec3 vector_local = tangent_to_local_matrix * vector;
return vector_transform_local_to_view(model_matrix, view_matrix, vector_local);
}
vec3 vector_transform_tangent_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
vec3 vector_local = tangent_to_local_matrix * vector;
return vector_transform_local_to_screen(model_matrix, view_matrix, projection_matrix, vector_local);
}
vec4 noise_sine_wave(vec4 input, vec2 min_max) {
vec4 sin_in = sin(input);
vec4 sin_in_offset = sin(input + 1.0);
vec4 random_number = fract(sin((sin_in - sin_in_offset) * (12.9898 + 78.233)) * 43758.5453);
float noise = mix(min_max.x, min_max.y, random_number.x);
return sin_in + vec4(noise);
}
vec4 sawtooth_wave(vec4 input) {
return 2. * (input - floor(.5 + input));
}
vec4 square_wave(vec4 input) {
return 1. - 2. * round(fract(input));
}
vec4 triangle_wave(vec4 input) {
return 2. * abs(2. * (input - floor(.5 + input))) - 1.;
}

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@tool
class_name VisualShaderNodeScalarSmoothMax extends ShaderLib
func _get_name() -> String:
return "SmoothMax"
func _get_category() -> String:
return "Maths/Scalar"
func _get_description() -> String:
return "Returns the maximum value between A and B, but smooths out the intersections of A and B based on T."
func _get_return_icon_type() -> 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 "a"
1:
return "b"
_:
return "t"
func _get_input_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_input_port_default_value(port: int) -> Variant:
match port:
2:
return 0.5
_:
return 0.0
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "op"
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var a: String = input_vars[0]
var b: String = input_vars[1]
var t: String = input_vars[2]
return output_vars[0] + " = smoothmax(%s, %s, %s);" % [a, b, t]

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@tool
class_name VisualShaderNodeScalarSmoothMin extends ShaderLib
func _get_name() -> String:
return "SmoothMin"
func _get_category() -> String:
return "Maths/Scalar"
func _get_description() -> String:
return "Returns the minimum value between A and B, but smooths out the intersections of A and B based on T."
func _get_return_icon_type() -> 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 "a"
1:
return "b"
_:
return "t"
func _get_input_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_input_port_default_value(port: int) -> Variant:
match port:
2:
return 0.5
_:
return 0.0
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "op"
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var a: String = input_vars[0]
var b: String = input_vars[1]
var t: String = input_vars[2]
return output_vars[0] + " = smoothmin(%s, %s, %s);" % [a, b, t]

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@tool
class_name VisualShaderNodeMathsChebyshevDistance extends ShaderLib
func _get_name() -> String:
return "ChebyshevDistance"
func _get_category() -> String:
return "Maths/Vector/Distance"
func _get_description() -> String:
return "Returns the distance between two points using Chebyshev distance matrix."
func _get_return_icon_type() -> 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 "a"
1:
return "b"
_:
return "power"
func _get_input_port_type(port: int) -> PortType:
var vector_index: int = get_option_index(0)
match port:
2:
return PORT_TYPE_SCALAR
_:
match vector_index:
0:
return PORT_TYPE_VECTOR_2D
_:
return PORT_TYPE_VECTOR_3D
func _get_input_port_default_value(port: int) -> Variant:
match port:
2:
return 2.0
_:
return null
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "distance"
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_property_count() -> int:
return 1
func _get_property_name(index: int) -> String:
return ""
func _get_property_default_index(index: int) -> int:
return 0
func _get_property_options(index: int) -> PackedStringArray:
return ["Vector2", "Vector3"]
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var point_a: String
var point_b: String
var power: String = input_vars[2]
var vector_index: int = get_option_index(0)
match vector_index:
0:
point_a = "vec2(0)"
point_b = "vec2(0)"
_:
point_b = "vec3(0)"
point_a = "vec3(0)"
if input_vars[0]:
point_a = input_vars[0]
if input_vars[1]:
point_b = input_vars[1]
match vector_index:
0:
return output_vars[0] + " = chebyshev_distance_2d(%s, %s, %s);" % [point_a, point_b, power]
_:
return output_vars[0] + " = chebyshev_distance_3d(%s, %s, %s);" % [point_a, point_b, power]

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@tool
class_name VisualShaderNodeMathsManhattanDistance extends ShaderLib
func _get_name() -> String:
return "ManhattanDistance"
func _get_category() -> String:
return "Maths/Vector/Distance"
func _get_description() -> String:
return "Returns the distance between two points using Manhattan distance matrix."
func _get_return_icon_type() -> PortType:
return PORT_TYPE_SCALAR
func _get_input_port_count() -> int:
return 2
func _get_input_port_name(port: int) -> String:
match port:
0:
return "a"
_:
return "b"
func _get_input_port_type(port: int) -> PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_VECTOR_2D
_:
return PORT_TYPE_VECTOR_3D
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "distance"
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_property_count() -> int:
return 1
func _get_property_name(index: int) -> String:
return ""
func _get_property_default_index(index: int) -> int:
return 0
func _get_property_options(index: int) -> PackedStringArray:
return ["Vector2", "Vector3"]
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var point_a: String
var point_b: String
var vector_index: int = get_option_index(0)
match vector_index:
0:
point_a = "vec2(0)"
point_b = "vec2(0)"
_:
point_b = "vec3(0)"
point_a = "vec3(0)"
if input_vars[0]:
point_a = input_vars[0]
if input_vars[1]:
point_b = input_vars[1]
match vector_index:
0:
return output_vars[0] + " = manhattan_distance_2d(%s, %s);" % [point_a, point_b]
_:
return output_vars[0] + " = manhattan_distance_3d(%s, %s);" % [point_a, point_b]

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@tool
class_name VisualShaderNodeVectorProject extends ShaderLib
func _get_name() -> String:
return "Project"
func _get_category() -> String:
return "Maths/Vector"
func _get_description() -> String:
return "Projects vector A onto vector B."
func _get_return_icon_type() -> PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_VECTOR_2D
_:
return PORT_TYPE_VECTOR_3D
func _get_input_port_count() -> int:
return 2
func _get_input_port_name(port: int) -> String:
match port:
0:
return "vector A"
_:
return "vector B"
func _get_input_port_type(port: int) -> PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_VECTOR_2D
_:
return PORT_TYPE_VECTOR_3D
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "vector"
func _get_output_port_type(port: int) -> PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_VECTOR_2D
_:
return PORT_TYPE_VECTOR_3D
func _get_property_count() -> int:
return 1
func _get_property_default_index(index: int) -> int:
return 0
func _get_property_name(index: int) -> String:
return ""
func _get_property_options(index: int) -> PackedStringArray:
return ["Vector2", "Vector3"]
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var vector_a: String = input_vars[0]
var vector_b: String = input_vars[1]
var vector_index: int = get_option_index(0)
match vector_index:
0:
return output_vars[0] + " = project_2d(%s, %s);" % [vector_a, vector_b]
_:
return output_vars[0] + " = project_3d(%s, %s);" % [vector_a, vector_b]

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@tool
class_name VisualShaderNodeVectorProjectOnPlane extends ShaderLib
func _get_name() -> String:
return "ProjectOnPlane"
func _get_category() -> String:
return "Maths/Vector"
func _get_description() -> String:
return "Projects a vector onto a plane defined by a normal orthogonal to the plane."
func _get_return_icon_type() -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_input_port_count() -> int:
return 2
func _get_input_port_name(port: int) -> String:
match port:
0:
return "vector"
_:
return "plane normal"
func _get_input_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "vector"
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var vector_a: String = input_vars[0]
var plane_normal: String = input_vars[1]
return output_vars[0] + " = project_on_plane(%s, %s);" % [vector_a, plane_normal]

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@tool
class_name VisualShaderNodeVectorTransform extends ShaderLib
func _get_name() -> String:
return "VectorTransform"
func _get_category() -> String:
return "Maths/Vector"
func _get_description() -> String:
return "Returns the transformed vector of the input value from one coordinate space to another."
func _get_return_icon_type() -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_input_port_count() -> int:
return 1
func _get_input_port_name(port: int) -> String:
return "in"
func _get_input_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "out"
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_property_count() -> int:
return 2
func _get_property_default_index(index: int) -> int:
match index:
0:
return 0
_:
return 1
func _get_property_name(index: int) -> String:
match index:
0:
return "From"
_:
return "To"
func _get_property_options(index: int) -> PackedStringArray:
return ["Local", "World", "View", "Screen", "Tangent"]
func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
return mode == Shader.MODE_SPATIAL
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var code: String
var from_coord_space_index: int = get_option_index(0)
var to_coord_space_index: int = get_option_index(1)
var input_vector: String = input_vars[0] if input_vars[0] else "vec3(0.0, 0.0, 0.0)"
match from_coord_space_index:
0:
match to_coord_space_index:
0:
code = "%s = %s;" % [output_vars[0], input_vector]
1:
code = "%s = vector_transform_local_to_world(MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
2:
code = "%s = vector_transform_local_to_view(MODEL_MATRIX, VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
3:
code = "%s = vector_transform_local_to_screen(MODEL_MATRIX, VIEW_MATRIX, PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
4:
code = "%s = vector_transform_local_to_tangent(NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
1:
match to_coord_space_index:
0:
code = "%s = vector_transform_world_to_local(MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
1:
code = "%s = %s;" % [output_vars[0], input_vector]
2:
code = "%s = vector_transform_world_to_view(VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
3:
code = "%s = vector_transform_world_to_screen(VIEW_MATRIX, PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
4:
code = "%s = vector_transform_world_to_tangent(MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
2:
match to_coord_space_index:
0:
code = "%s = vector_transform_view_to_local(INV_VIEW_MATRIX, MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
1:
code = "%s = vector_transform_view_to_world(INV_VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
2:
code = "%s = %s;" % [output_vars[0], input_vector]
3:
code = "%s = vector_transform_view_to_screen(PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
4:
code = "%s = vector_transform_view_to_tangent(INV_VIEW_MATRIX, MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
3:
match to_coord_space_index:
0:
code = "%s = vector_transform_screen_to_local(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
1:
code = "%s = vector_transform_screen_to_world(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
2:
code = "%s = vector_transform_screen_to_view(INV_PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
3:
code = "%s = %s;" % [output_vars[0], input_vector]
4:
code = "%s = vector_transform_screen_to_tangent(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
4:
match to_coord_space_index:
0:
code = "%s = vector_transform_tangent_to_local(NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
1:
code = "%s = vector_transform_tangent_to_world(MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
2:
code = "%s = vector_transform_tangent_to_view(MODEL_MATRIX, VIEW_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
3:
code = "%s = vector_transform_tangent_to_screen(MODEL_MATRIX, VIEW_MATRIX, PROJECTION_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
4:
code = "%s = %s;" % [output_vars[0], input_vector]
return code

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@tool
class_name VisualShaderNodeMathsNoiseSineWave extends ShaderLib
func _get_name() -> String:
return "NoiseSineWave"
func _get_category() -> String:
return "Maths/Wave"
func _get_description() -> String:
return "Returns the sine of the value of input in. For variance, psuedo-random noise is added to the amplitude of the sine wave, within a range determined by input min max."
func _get_return_icon_type() -> VisualShaderNode.PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_SCALAR
1:
return PORT_TYPE_VECTOR_2D
2:
return PORT_TYPE_VECTOR_3D
_:
return PORT_TYPE_VECTOR_4D
func _get_input_port_count() -> int:
return 2
func _get_input_port_name(port: int) -> String:
match port:
0:
return "in"
1, _:
return "min max"
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
match port:
0:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_SCALAR
1:
return PORT_TYPE_VECTOR_2D
2:
return PORT_TYPE_VECTOR_3D
_:
return PORT_TYPE_VECTOR_4D
1:
return PORT_TYPE_VECTOR_2D
return PORT_TYPE_SCALAR
func _get_input_port_default_value(port: int) -> Variant:
match port:
1:
return Vector2(0.0, 1.0)
_:
return null
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "out"
func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_SCALAR
1:
return PORT_TYPE_VECTOR_2D
2:
return PORT_TYPE_VECTOR_3D
_:
return PORT_TYPE_VECTOR_4D
func _get_property_count() -> int:
return 1
func _get_property_default_index(index: int) -> int:
return 0
func _get_property_name(index: int) -> String:
return ""
func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
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)
match vector_index:
0:
input = "0.0"
1:
input = "vec2(0.0)"
2:
input = "vec3(0.0)"
_:
input = "vec4(0.0)"
if input_vars[0]:
input = input_vars[0]
var min_max: String = input_vars[1]
match vector_index:
0:
return output_vars[0] + " = noise_sine_wave(vec4(%s), %s).x;" % [input, min_max]
1:
return output_vars[0] + " = noise_sine_wave(vec4(%s, 0.0, 0.0), %s).xy;" % [input, min_max]
2:
return output_vars[0] + " = noise_sine_wave(vec4(%s, 0.0), %s).xyz;" % [input, min_max]
_:
return output_vars[0] + " = noise_sine_wave(%s, %s);" % [input, min_max]

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@tool
class_name VisualShaderNodeMathsSawtoothWave extends ShaderLib
func _get_name() -> String:
return "SawtoothWave"
func _get_category() -> String:
return "Maths/Wave"
func _get_description() -> String:
return "Returns a sawtooth wave from the value of input in. Resulting output values will be between -1 and 1."
func _get_return_icon_type() -> VisualShaderNode.PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_SCALAR
1:
return PORT_TYPE_VECTOR_2D
2:
return PORT_TYPE_VECTOR_3D
_:
return PORT_TYPE_VECTOR_4D
func _get_input_port_count() -> int:
return 1
func _get_input_port_name(port: int) -> String:
return "in"
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_SCALAR
1:
return PORT_TYPE_VECTOR_2D
2:
return PORT_TYPE_VECTOR_3D
_:
return PORT_TYPE_VECTOR_4D
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "out"
func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_SCALAR
1:
return PORT_TYPE_VECTOR_2D
2:
return PORT_TYPE_VECTOR_3D
_:
return PORT_TYPE_VECTOR_4D
func _get_property_count() -> int:
return 1
func _get_property_default_index(index: int) -> int:
return 0
func _get_property_name(index: int) -> String:
return ""
func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
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)
match vector_index:
0:
input = "0.0"
1:
input = "vec2(0.0)"
2:
input = "vec3(0.0)"
_:
input = "vec4(0.0)"
if input_vars[0]:
input = input_vars[0]
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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@tool
class_name VisualShaderNodeMathsSquareWave extends ShaderLib
func _get_name() -> String:
return "SquareWave"
func _get_category() -> String:
return "Maths/Wave"
func _get_description() -> String:
return "Returns a square wave from the value of input in. Resulting output values will be between -1 and 1."
func _get_return_icon_type() -> VisualShaderNode.PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_SCALAR
1:
return PORT_TYPE_VECTOR_2D
2:
return PORT_TYPE_VECTOR_3D
_:
return PORT_TYPE_VECTOR_4D
func _get_input_port_count() -> int:
return 1
func _get_input_port_name(port: int) -> String:
return "input"
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_SCALAR
1:
return PORT_TYPE_VECTOR_2D
2:
return PORT_TYPE_VECTOR_3D
_:
return PORT_TYPE_VECTOR_4D
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "out"
func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_SCALAR
1:
return PORT_TYPE_VECTOR_2D
2:
return PORT_TYPE_VECTOR_3D
_:
return PORT_TYPE_VECTOR_4D
func _get_property_count() -> int:
return 1
func _get_property_default_index(index: int) -> int:
return 0
func _get_property_name(index: int) -> String:
return ""
func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
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)
match vector_index:
0:
input = "0.0"
1:
input = "vec2(0.0)"
2:
input = "vec3(0.0)"
_:
input = "vec4(0.0)"
if input_vars[0]:
input = input_vars[0]
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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@tool
class_name VisualShaderNodeMathsTriangleWave extends ShaderLib
func _get_name() -> String:
return "TriangleWave"
func _get_category() -> String:
return "Maths/Wave"
func _get_description() -> String:
return "Returns a triangle wave from the value of input in. Resulting output values will be between -1 and 1."
func _get_return_icon_type() -> VisualShaderNode.PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_SCALAR
1:
return PORT_TYPE_VECTOR_2D
2:
return PORT_TYPE_VECTOR_3D
_:
return PORT_TYPE_VECTOR_4D
func _get_input_port_count() -> int:
return 1
func _get_input_port_name(port: int) -> String:
return "in"
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_SCALAR
1:
return PORT_TYPE_VECTOR_2D
2:
return PORT_TYPE_VECTOR_3D
_:
return PORT_TYPE_VECTOR_4D
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "out"
func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_SCALAR
1:
return PORT_TYPE_VECTOR_2D
2:
return PORT_TYPE_VECTOR_3D
_:
return PORT_TYPE_VECTOR_4D
func _get_property_count() -> int:
return 1
func _get_property_default_index(index: int) -> int:
return 0
func _get_property_name(index: int) -> String:
return ""
func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
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)
match vector_index:
0:
input = "0.0"
1:
input = "vec2(0.0)"
2:
input = "vec3(0.0)"
_:
input = "vec4(0.0)"
if input_vars[0]:
input = input_vars[0]
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]