mirror of
https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-09-19 20:05:57 +08:00
RotateUV node added
^ Code refactored for various nodes
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@ -8,6 +8,8 @@ func _init() -> void:
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set_input_port_default_value(4, 0)
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set_input_port_default_value(5, 0.1)
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set_output_port_for_preview(0)
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func _get_name() -> String:
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return "Flipbook"
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@ -6,8 +6,10 @@ func _init() -> void:
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_set_input_port_default_value(2, 10.0)
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_set_input_port_default_value(3, Vector2(0.0, 0.0))
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set_output_port_for_preview(0)
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func _get_name() -> String:
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return "Radial Shear"
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return "RadialShear"
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func _get_category() -> String:
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return "UV"
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71
addons/ShaderLib/UV/RotateUV.gd
Normal file
71
addons/ShaderLib/UV/RotateUV.gd
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@ -0,0 +1,71 @@
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@tool
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class_name VisualShaderNodeUVRotate extends VisualShaderNodeCustom
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func _init() -> void:
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_set_input_port_default_value(1, Vector2(0.5, 0.5))
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_set_input_port_default_value(2, 0.0)
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_set_input_port_default_value(3, false)
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set_output_port_for_preview(0)
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func _get_name() -> String:
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return "Rotate"
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func _get_category() -> String:
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return "UV"
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func _get_description() -> String:
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return "Rotates value of input UV around a reference point defined by input center by the amount of input rotation."
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func _get_return_icon_type() -> VisualShaderNode.PortType:
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return PORT_TYPE_VECTOR_2D
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func _get_input_port_count() -> int:
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return 4
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func _get_input_port_name(port: int) -> String:
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match port:
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0:
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return "uv"
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1:
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return "center"
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2:
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return "rotation"
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3:
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return "use degrees"
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return ""
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func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
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match port:
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0, 1:
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return PORT_TYPE_VECTOR_2D
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2:
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return PORT_TYPE_SCALAR
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3:
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return PORT_TYPE_BOOLEAN
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return PORT_TYPE_SCALAR
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func _get_output_port_count() -> int:
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return 1
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func _get_output_port_name(port: int) -> String:
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return "uv"
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func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
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return PORT_TYPE_VECTOR_2D
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("RotateUV.gdshaderinc").code
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return code
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func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
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var uv: String = "UV"
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if input_vars[0]:
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uv = input_vars[0]
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var center: String = input_vars[1]
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var rotation: String = input_vars[2]
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var use_degrees: String = input_vars[3]
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return output_vars[0] + " = rotate_uv(%s, %s, %s, %s);" % [uv, center, rotation, use_degrees]
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16
addons/ShaderLib/UV/RotateUV.gdshaderinc
Normal file
16
addons/ShaderLib/UV/RotateUV.gdshaderinc
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@ -0,0 +1,16 @@
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vec2 rotate_uv(vec2 uv, vec2 center, float rotation, bool use_degrees){
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if(use_degrees){
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rotation = rotation * (3.1415926/180.0);
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}
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vec2 _uv = uv;
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_uv -= center;
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float _s = sin(rotation);
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float _c = cos(rotation);
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mat2 _rotation_matrix = mat2(vec2(_c, -_s), vec2(_s, _c));
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_rotation_matrix *= 0.5;
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_rotation_matrix += 0.5;
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_rotation_matrix = _rotation_matrix * 2.0 - 1.0;
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_uv.xy = _uv.xy * _rotation_matrix;
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_uv += center;
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return _uv;
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}
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