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
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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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