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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-09-19 20:05:57 +08:00
Hue node added
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73
addons/ShaderLib/Artistic/Adjustment/HueNode.gd
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73
addons/ShaderLib/Artistic/Adjustment/HueNode.gd
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@tool
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class_name VisualShaderNodeAdjustmentHueNode extends VisualShaderNodeCustom
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func _get_name() -> String:
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return "HueNode"
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func _get_category() -> String:
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return "Artistic/Adjustment"
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func _get_description() -> String:
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return "Offsets the hue of input in by the amount of input offset."
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func _get_return_icon_type() -> PortType:
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return PORT_TYPE_VECTOR_3D
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func _get_input_port_count() -> int:
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return 2
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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 "in"
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_:
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return "offset"
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func _get_input_port_type(port: int) -> PortType:
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match port:
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0:
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return PORT_TYPE_VECTOR_3D
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_:
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return PORT_TYPE_SCALAR
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func _get_input_port_default_value(port: int) -> Variant:
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match port:
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1:
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return 0.0
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_:
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return null
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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 "out"
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func _get_output_port_type(port: int) -> PortType:
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return PORT_TYPE_VECTOR_3D
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func _get_property_count() -> int:
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return 1
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func _get_property_default_index(index: int) -> int:
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return 0
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func _get_property_name(index: int) -> String:
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return "Range"
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func _get_property_options(index: int) -> PackedStringArray:
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return ["Degrees", "Normalize"]
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("HueNode.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 range_index: int = get_option_index(0)
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var input: String = "vec3(1.0)"
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var offset: String = input_vars[1]
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if input_vars[0]:
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input = input_vars[0]
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return output_vars[0] + " = hue(%s, %s, %s);" % [input, offset, range_index]
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27
addons/ShaderLib/Artistic/Adjustment/HueNode.gdshaderinc
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27
addons/ShaderLib/Artistic/Adjustment/HueNode.gdshaderinc
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vec3 hue(vec3 input, float offset, int range_index){
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// RGB to HSV
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vec4 k = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(input.bg, k.wz), vec4(input.gb, k.xy), step(input.b, input.g));
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vec4 q = mix(vec4(p.xyw, input.r), vec4(input.r, p.yzx), step(p.x, input.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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vec3 hsv = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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offset = (range_index == 0) ? offset / 360.0 : offset;
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float hue = hsv.x + offset;
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if(hue < 0.0){
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hsv.x = hue + 1.;
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}
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else if(hue > 1.){
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hsv.x = hue - 1.;
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}
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else{
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hsv.x = hue;
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}
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// HSV to RGB
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vec4 k2 = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p2 = abs(fract(hsv.xxx + k2.xyz) * 6.0 - k2.www);
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vec3 rgb = hsv.z * mix(k2.xxx, clamp(p2 - k2.xxx, 0.0, 1.0), hsv.y);
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return rgb;
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}
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