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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-09-19 11:56:01 +08:00

Hue node added

This commit is contained in:
Digvijaysinh Gohil
2024-03-12 12:14:55 +05:30
parent 64df7fb100
commit eaa074f68f
5 changed files with 127 additions and 1 deletions

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@ -0,0 +1,73 @@
@tool
class_name VisualShaderNodeAdjustmentHueNode extends VisualShaderNodeCustom
func _get_name() -> String:
return "HueNode"
func _get_category() -> String:
return "Artistic/Adjustment"
func _get_description() -> String:
return "Offsets the hue of input in by the amount of input offset."
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 "in"
_:
return "offset"
func _get_input_port_type(port: int) -> PortType:
match port:
0:
return PORT_TYPE_VECTOR_3D
_:
return PORT_TYPE_SCALAR
func _get_input_port_default_value(port: int) -> Variant:
match port:
1:
return 0.0
_:
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) -> PortType:
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 "Range"
func _get_property_options(index: int) -> PackedStringArray:
return ["Degrees", "Normalize"]
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("HueNode.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var range_index: int = get_option_index(0)
var input: String = "vec3(1.0)"
var offset: String = input_vars[1]
if input_vars[0]:
input = input_vars[0]
return output_vars[0] + " = hue(%s, %s, %s);" % [input, offset, range_index]

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@ -0,0 +1,27 @@
vec3 hue(vec3 input, float offset, int range_index){
// RGB to HSV
vec4 k = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(input.bg, k.wz), vec4(input.gb, k.xy), step(input.b, input.g));
vec4 q = mix(vec4(p.xyw, input.r), vec4(input.r, p.yzx), step(p.x, input.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
vec3 hsv = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
offset = (range_index == 0) ? offset / 360.0 : offset;
float hue = hsv.x + offset;
if(hue < 0.0){
hsv.x = hue + 1.;
}
else if(hue > 1.){
hsv.x = hue - 1.;
}
else{
hsv.x = hue;
}
// HSV to RGB
vec4 k2 = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p2 = abs(fract(hsv.xxx + k2.xyz) * 6.0 - k2.www);
vec3 rgb = hsv.z * mix(k2.xxx, clamp(p2 - k2.xxx, 0.0, 1.0), hsv.y);
return rgb;
}

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@ -31,6 +31,6 @@ float koch_fractal(vec2 uv, float outline, int iteration, float shape_width, flo
dist = length(center - vec2(clamp(center.x, -1.0, 1.0), 0));
dist += step(outline / 100.0, dist / scale);
koch_uv = center;
koch_uv = abs(center);
return 1.0 - dist;
}