mirror of
https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-09-20 12:25:59 +08:00
ShaderInc files refactored for the ease of future improvements
This commit is contained in:
@ -1,3 +1,45 @@
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float chebyshev_distance_2d(vec2 point1, vec2 point2, float power) {
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vec2 p = abs(point1 - point2);
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return pow(pow(p.x, power) + pow(p.y, power), 1. / power);
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}
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float chebyshev_distance_3d(vec3 point1, vec3 point2, float power) {
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vec3 p = abs(point1 - point2);
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return pow(pow(p.x, power) + pow(p.y, power) + pow(p.z, power), 1. / power);
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}
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float manhattan_distance_2d(vec2 point1, vec2 point2) {
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vec2 d = point1 - point2;
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return abs(d.x) + abs(d.y);
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}
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float manhattan_distance_3d(vec3 point1, vec3 point2) {
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vec3 d = point1 - point2;
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return abs(d.x) + abs(d.y) + abs(d.z);
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}
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vec2 project_2d(vec2 a, vec2 b) {
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return b * (dot(a, b) / dot(b, b));
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}
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vec3 project_3d(vec3 a, vec3 b) {
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return b * (dot(a, b) / dot(b, b));
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}
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vec3 project_on_plane(vec3 vector, vec3 plane_normal) {
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return vector - (plane_normal * (dot(vector, plane_normal) / dot(plane_normal, plane_normal)));
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}
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float smoothmin(float a, float b, float t) {
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float h = clamp(.5 + .5 * (b - a) / t, 0, 1);
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return mix(b, a, h) - t * h * (1. - h);
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}
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float smoothmax(float a, float b, float t) {
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float h = clamp(.5 + .5 * (b - a) / -t, 0, 1);
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return mix(b, a, h) + t * h * (1. - h);
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}
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vec3 vector_transform_world_to_local(mat4 model_matrix, vec3 vector){
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return (inverse(model_matrix) * vec4(vector, 1.0)).xyz;
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}
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@ -97,3 +139,23 @@ vec3 vector_transform_tangent_to_screen(mat4 model_matrix, mat4 view_matrix, mat
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vec3 vector_local = tangent_to_local_matrix * vector;
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return vector_transform_local_to_screen(model_matrix, view_matrix, projection_matrix, vector_local);
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}
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vec4 noise_sine_wave(vec4 input, vec2 min_max) {
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vec4 _sin_in = sin(input);
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vec4 _sin_in_offset = sin(input + 1.0);
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vec4 _random_number = fract(sin((_sin_in - _sin_in_offset) * (12.9898 + 78.233))*43758.5453);
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float _noise = mix(min_max.x, min_max.y, _random_number.x);
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return _sin_in + vec4(_noise);
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}
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vec4 sawtooth_wave(vec4 input) {
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return 2. * (input - floor(.5 + input));
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}
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vec4 square_wave(vec4 input) {
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return 1. - 2. * round(fract(input));
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}
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vec4 triangle_wave(vec4 input) {
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return 2. * abs(2. * (input - floor(.5 + input))) - 1.;
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}
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@ -45,8 +45,7 @@ func _get_output_port_type(port: int) -> PortType:
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return PORT_TYPE_SCALAR
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("SmoothMax.gdshaderinc").code
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return code
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return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
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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 a: String = input_vars[0]
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@ -1,4 +0,0 @@
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float smoothmax(float a, float b, float t) {
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float h = clamp(.5 + .5 * (b - a) / -t, 0, 1);
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return mix(b, a, h) + t * h * (1. - h);
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}
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@ -45,8 +45,7 @@ func _get_output_port_type(port: int) -> PortType:
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return PORT_TYPE_SCALAR
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("SmoothMin.gdshaderinc").code
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return code
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return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
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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 a: String = input_vars[0]
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@ -1,4 +0,0 @@
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float smoothmin(float a, float b, float t) {
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float h = clamp(.5 + .5 * (b - a) / t, 0, 1);
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return mix(b, a, h) - t * h * (1. - h);
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}
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@ -1,4 +0,0 @@
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float chebyshev_distance_2d(vec2 point1, vec2 point2, float power) {
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vec2 p = abs(point1 - point2);
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return pow(pow(p.x, power) + pow(p.y, power), 1. / power);
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}
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@ -1,4 +0,0 @@
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float chebyshev_distance_3d(vec3 point1, vec3 point2, float power) {
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vec3 p = abs(point1 - point2);
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return pow(pow(p.x, power) + pow(p.y, power) + pow(p.z, power), 1. / power);
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}
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@ -66,14 +66,7 @@ func _get_property_options(index: int) -> PackedStringArray:
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return ["Vector2", "Vector3"]
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String
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var vector_index: int = get_option_index(0)
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match vector_index:
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0:
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code = preload("Chebyshev2D.gdshaderinc").code
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_:
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code = preload("Chebyshev3D.gdshaderinc").code
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return code
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return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
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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 point_a: String
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@ -1,4 +0,0 @@
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float manhattan_distance_2d(vec2 point1, vec2 point2) {
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vec2 d = point1 - point2;
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return abs(d.x) + abs(d.y);
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}
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@ -1,4 +0,0 @@
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float manhattan_distance_3d(vec3 point1, vec3 point2) {
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vec3 d = point1 - point2;
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return abs(d.x) + abs(d.y) + abs(d.z);
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}
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@ -53,14 +53,7 @@ func _get_property_options(index: int) -> PackedStringArray:
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return ["Vector2", "Vector3"]
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String
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var vector_index: int = get_option_index(0)
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match vector_index:
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0:
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code = preload("Manhattan2D.gdshaderinc").code
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_:
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code = preload("Manhattan3D.gdshaderinc").code
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return code
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return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
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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 point_a: String
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@ -63,8 +63,7 @@ func _get_property_options(index: int) -> PackedStringArray:
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return ["Vector2", "Vector3"]
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("Project.gdshaderinc").code
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return code
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return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
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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 vector_a: String = input_vars[0]
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@ -1,7 +0,0 @@
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vec2 project_2d(vec2 a, vec2 b) {
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return b * (dot(a, b) / dot(b, b));
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}
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vec3 project_3d(vec3 a, vec3 b) {
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return b * (dot(a, b) / dot(b, b));
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}
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@ -36,8 +36,7 @@ func _get_output_port_type(port: int) -> PortType:
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return PORT_TYPE_VECTOR_3D
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("ProjectOnPlane.gdshaderinc").code
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return code
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return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
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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 vector_a: String = input_vars[0]
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@ -1,3 +0,0 @@
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vec3 project_on_plane(vec3 vector, vec3 plane_normal) {
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return vector - (plane_normal * (dot(vector, plane_normal) / dot(plane_normal, plane_normal)));
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}
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@ -55,8 +55,7 @@ func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
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return mode == Shader.MODE_SPATIAL
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("VectorTransform.gdshaderinc").code
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return code
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return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
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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 code: String
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@ -87,8 +87,7 @@ func _get_property_options(index: int) -> PackedStringArray:
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return ["Vector1", "Vector2", "Vector3", "Vector4"]
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("NoiseSineWave.gdshaderinc").code
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return code
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return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
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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 input: String
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@ -1,8 +0,0 @@
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vec4 noise_sine_wave(vec4 input, vec2 min_max)
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{
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vec4 _sin_in = sin(input);
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vec4 _sin_in_offset = sin(input + 1.0);
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vec4 _random_number = fract(sin((_sin_in - _sin_in_offset) * (12.9898 + 78.233))*43758.5453);
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float _noise = mix(min_max.x, min_max.y, _random_number.x);
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return _sin_in + vec4(_noise);
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}
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@ -71,8 +71,7 @@ func _get_property_options(index: int) -> PackedStringArray:
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return ["Vector1", "Vector2", "Vector3", "Vector4"]
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("SawtoothWave.gdshaderinc").code
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return code
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return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
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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 input: String
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@ -1,3 +0,0 @@
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vec4 sawtooth_wave(vec4 input) {
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return 2. * (input - floor(.5 + input));
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}
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@ -72,8 +72,7 @@ func _get_property_options(index: int) -> PackedStringArray:
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return ["Vector1", "Vector2", "Vector3", "Vector4"]
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("SquareWave.gdshaderinc").code
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return code
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return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
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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 input: String
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@ -1,3 +0,0 @@
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vec4 square_wave(vec4 input) {
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return 1. - 2. * round(fract(input));
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}
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@ -70,8 +70,7 @@ func _get_property_options(index: int) -> PackedStringArray:
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return ["Vector1", "Vector2", "Vector3", "Vector4"]
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("TriangleWave.gdshaderinc").code
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return code
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return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
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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 input: String
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@ -1,3 +0,0 @@
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vec4 triangle_wave(vec4 input) {
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return 2. * abs(2. * (input - floor(.5 + input))) - 1.;
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}
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