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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-09-20 04:15:58 +08:00

29 Commits

Author SHA1 Message Date
51ee380503 Vector Transform Node revamped 2024-09-30 18:30:06 +05:30
c1c786f345 Merge branch 'godot-4.2' 2024-09-29 23:44:09 +05:30
afae2c766e Voronoi noise functions refactored 2024-09-29 23:42:44 +05:30
a98305fa5f Code refactored to incorporate #6 2024-09-28 00:45:16 +05:30
199f4a772a HeightToNormal node documentation added 2024-09-28 00:07:16 +05:30
fb19605155 HeightToNormal Node added for feature request #5 2024-09-27 23:58:41 +05:30
85fc207dc0 Merge branch 'godot-4.2' 2024-09-11 18:04:01 +05:30
d72153b7c4 ShaderIncl files refactored 2024-08-06 16:23:43 +05:30
21213d657e #9 issue fix 2024-08-06 16:00:49 +05:30
1b66431979 Merge branch 'godot-4.2' 2024-07-21 16:46:24 +05:30
506c677307 Merge branch 'godot-4.2' 2024-07-03 00:29:20 +05:30
8bac036b66 Merge branch 'godot-4.2' 2024-05-31 00:24:45 +05:30
009b94277f Merge branch 'godot-4.2' 2024-05-30 00:06:55 +05:30
e0cd7320e7 Merge branch 'godot-4.2' 2024-04-15 23:06:00 +05:30
6576785b47 Merge branch 'godot-4.2' 2024-03-27 11:48:44 +05:30
217bf0a24e Merge branch 'godot-4.2' 2024-03-18 11:28:45 +05:30
4844686953 Merge branch 'godot-4.2' 2024-03-14 19:30:47 +05:30
8e9910a8d3 Merge branch 'godot-4.2' 2024-02-26 22:33:08 +05:30
a4640eed2f Merge branch 'godot-4.2' 2024-02-22 16:25:44 +05:30
5cc50c533f Merge branch 'godot-4.2' 2024-02-13 21:04:17 +05:30
571098f3d9 Merge branch 'godot-4.2' 2024-01-13 19:03:34 +05:30
fae913cea6 Create FUNDING.yml 2024-01-12 00:03:09 +05:30
9d7c679c5b Merge branch 'development' 2023-12-24 20:57:23 +05:30
67ec588347 Merge branch 'development' 2023-10-20 18:03:43 +05:30
63acf5d341 Merge branch 'development' 2023-10-17 17:43:01 +05:30
8972c2da37 Merge branch 'development' 2023-10-17 17:18:53 +05:30
5ece7a3bd3 Merge branch 'development' 2023-10-15 15:09:19 +05:30
3fc8d868a6 Merge branch 'development' 2023-10-15 00:17:30 +05:30
32c40f1371 Merge pull request #1 from DigvijaysinhGohil/development
Documentation typo and files refactor
2023-10-15 00:05:28 +05:30
60 changed files with 795 additions and 715 deletions

13
.github/FUNDING.yml vendored Normal file
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# These are supported funding model platforms
github: DigvijaysinhGohil
patreon: DigvijaysinhG
open_collective: # Replace with a single Open Collective username
ko_fi: # Replace with a single Ko-fi username
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
liberapay: # Replace with a single Liberapay username
issuehunt: # Replace with a single IssueHunt username
otechie: # Replace with a single Otechie username
lfx_crowdfunding: # Replace with a single LFX Crowdfunding project-name e.g., cloud-foundry
custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2']

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vec3 node_scale_world(mat4 model_matrix){
vec3 _axis_x = model_matrix[0].xyz;
vec3 _axis_y = model_matrix[1].xyz;
vec3 _axis_z = model_matrix[2].xyz;
float _scale_x = length(_axis_x);
float _scale_y = length(_axis_y);
float _scale_z = length(_axis_z);
return vec3(_scale_x, _scale_y, _scale_z);
}

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float chebyshev_distance_2d(vec2 point1, vec2 point2, float power) {
vec2 p = abs(point1 - point2);
return pow(pow(p.x, power) + pow(p.y, power), 1. / power);
}
float chebyshev_distance_3d(vec3 point1, vec3 point2, float power) {
vec3 p = abs(point1 - point2);
return pow(pow(p.x, power) + pow(p.y, power) + pow(p.z, power), 1. / power);
}
float manhattan_distance_2d(vec2 point1, vec2 point2) {
vec2 d = point1 - point2;
return abs(d.x) + abs(d.y);
}
float manhattan_distance_3d(vec3 point1, vec3 point2) {
vec3 d = point1 - point2;
return abs(d.x) + abs(d.y) + abs(d.z);
}
vec2 project_2d(vec2 a, vec2 b) {
return b * (dot(a, b) / dot(b, b));
}
vec3 project_3d(vec3 a, vec3 b) {
return b * (dot(a, b) / dot(b, b));
}
vec3 project_on_plane(vec3 vector, vec3 plane_normal) {
return vector - (plane_normal * (dot(vector, plane_normal) / dot(plane_normal, plane_normal)));
}
float smoothmin(float a, float b, float t) {
float h = clamp(.5 + .5 * (b - a) / t, 0, 1);
return mix(b, a, h) - t * h * (1. - h);
}
float smoothmax(float a, float b, float t) {
float h = clamp(.5 + .5 * (b - a) / -t, 0, 1);
return mix(b, a, h) + t * h * (1. - h);
}
vec3 vector_transform_world_to_local(mat4 model_matrix, vec3 vector){
return (inverse(model_matrix) * vec4(vector, 1.0)).xyz;
}
vec3 vector_transform_world_to_view(mat4 view_matrix, vec3 vector){
return (view_matrix * vec4(vector, 1.0)).xyz;
}
vec3 vector_transform_world_to_screen(mat4 view_matrix, mat4 projection_matrix, vec3 vector){
vec3 vector_view = vector_transform_world_to_view(view_matrix, vector);
return (projection_matrix * vec4(vector_view, 1.0)).xyz;
}
vec3 vector_transform_world_to_tangent(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
vec3 vector_local = vector_transform_world_to_local(model_matrix, vector);
return local_to_tangent_matrix * vector_local;
}
vec3 vector_transform_local_to_world(mat4 model_matrix, vec3 vector){
return (model_matrix * vec4(vector, 1.0)).xyz;
}
vec3 vector_transform_local_to_view(mat4 model_matrix, mat4 view_matrix, vec3 vector){
vec3 vector_world = vector_transform_local_to_world(model_matrix, vector);
return (view_matrix * vec4(vector_world, 1.0)).xyz;
}
vec3 vector_transform_local_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 vector){
vec3 vector_view = vector_transform_local_to_view(model_matrix, view_matrix, vector);
return (projection_matrix * vec4(vector_view, 1.0)).xyz;
}
vec3 vector_transform_local_to_tangent(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
return local_to_tangent_matrix * vector;
}
vec3 vector_transform_view_to_world(mat4 inv_view_matrix, vec3 vector){
return (inv_view_matrix * vec4(vector, 1.0)).xyz;;
}
vec3 vector_transform_view_to_local(mat4 inv_view_matrix, mat4 model_matrix, vec3 vector){
vec3 vector_world = vector_transform_view_to_world(inv_view_matrix, vector);
return vector_transform_world_to_local(model_matrix, vector_world);
}
vec3 vector_transform_view_to_screen(mat4 projection_matrix, vec3 vector){
return (projection_matrix * vec4(vector, 1.0)).xyz;
}
vec3 vector_transform_view_to_tangent(mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
vec3 vector_local = vector_transform_view_to_local(inv_view_matrix, model_matrix, vector);
return vector_transform_local_to_tangent(normal, binormal, tangent, vector_local);
}
vec3 vector_transform_screen_to_view(mat4 inv_projection_matrix, vec3 vector){
return (inv_projection_matrix * vec4(vector, 1.0)).xyz;;
}
vec3 vector_transform_screen_to_local(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 vector){
vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector);
return vector_transform_view_to_local(inv_view_matrix, model_matrix, vector_view);
}
vec3 vector_transform_screen_to_world(mat4 inv_projection_matrix, mat4 inv_view_matrix, vec3 vector){
vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector);
return vector_transform_view_to_world(inv_view_matrix, vector_view);
}
vec3 vector_transform_screen_to_tangent(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
vec3 vector_local = vector_transform_screen_to_local(inv_projection_matrix, inv_view_matrix, model_matrix, vector);
return local_to_tangent_matrix * vector_local;
}
vec3 vector_transform_tangent_to_local(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
return tangent_to_local_matrix * vector;
}
vec3 vector_transform_tangent_to_world(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
vec3 vector_local = tangent_to_local_matrix * vector;
return vector_transform_local_to_world(model_matrix, vector_local);
}
vec3 vector_transform_tangent_to_view(mat4 model_matrix, mat4 view_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
vec3 vector_local = tangent_to_local_matrix * vector;
return vector_transform_local_to_view(model_matrix, view_matrix, vector_local);
}
vec3 vector_transform_tangent_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
vec3 vector_local = tangent_to_local_matrix * vector;
return vector_transform_local_to_screen(model_matrix, view_matrix, projection_matrix, vector_local);
}
vec4 noise_sine_wave(vec4 input, vec2 min_max) {
vec4 _sin_in = sin(input);
vec4 _sin_in_offset = sin(input + 1.0);
vec4 _random_number = fract(sin((_sin_in - _sin_in_offset) * (12.9898 + 78.233))*43758.5453);
float _noise = mix(min_max.x, min_max.y, _random_number.x);
return _sin_in + vec4(_noise);
}
vec4 sawtooth_wave(vec4 input) {
return 2. * (input - floor(.5 + input));
}
vec4 square_wave(vec4 input) {
return 1. - 2. * round(fract(input));
}
vec4 triangle_wave(vec4 input) {
return 2. * abs(2. * (input - floor(.5 + input))) - 1.;
}

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@tool
class_name VisualShaderNodeVectorTransform extends VisualShaderNodeCustom
func _get_name() -> String:
return "VectorTransform"
func _get_category() -> String:
return "Maths/Vector"
func _get_description() -> String:
return "Returns the transformed vector of the input value from one coordinate space to another."
func _get_return_icon_type() -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_input_port_count() -> int:
return 1
func _get_input_port_name(port: int) -> String:
return "in"
func _get_input_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D
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 2
func _get_property_default_index(index: int) -> int:
match index:
0:
return 0
_:
return 1
func _get_property_name(index: int) -> String:
match index:
0:
return "From"
_:
return "To"
func _get_property_options(index: int) -> PackedStringArray:
return ["Local", "World", "View", "Screen", "Tangent"]
func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
return mode == Shader.MODE_SPATIAL
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var code: String
var from_coord_space_index: int = get_option_index(0)
var to_coord_space_index: int = get_option_index(1)
var input_vector: String = input_vars[0] if input_vars[0] else "vec3(0.0, 0.0, 0.0)"
match from_coord_space_index:
0:
match to_coord_space_index:
0:
code = "%s = %s;" % [output_vars[0], input_vector]
1:
code = "%s = vector_transform_local_to_world(MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
2:
code = "%s = vector_transform_local_to_view(MODEL_MATRIX, VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
3:
code = "%s = vector_transform_local_to_screen(MODEL_MATRIX, VIEW_MATRIX, PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
4:
code = "%s = vector_transform_local_to_tangent(NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
1:
match to_coord_space_index:
0:
code = "%s = vector_transform_world_to_local(MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
1:
code = "%s = %s;" % [output_vars[0], input_vector]
2:
code = "%s = vector_transform_world_to_view(VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
3:
code = "%s = vector_transform_world_to_screen(VIEW_MATRIX, PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
4:
code = "%s = vector_transform_world_to_tangent(MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
2:
match to_coord_space_index:
0:
code = "%s = vector_transform_view_to_local(INV_VIEW_MATRIX, MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
1:
code = "%s = vector_transform_view_to_world(INV_VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
2:
code = "%s = %s;" % [output_vars[0], input_vector]
3:
code = "%s = vector_transform_view_to_screen(PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
4:
code = "%s = vector_transform_view_to_tangent(INV_VIEW_MATRIX, MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
3:
match to_coord_space_index:
0:
code = "%s = vector_transform_screen_to_local(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
1:
code = "%s = vector_transform_screen_to_world(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
2:
code = "%s = vector_transform_screen_to_view(INV_PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
3:
code = "%s = %s;" % [output_vars[0], input_vector]
4:
code = "%s = vector_transform_screen_to_tangent(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
4:
match to_coord_space_index:
0:
code = "%s = vector_transform_tangent_to_local(NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
1:
code = "%s = vector_transform_tangent_to_world(MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
2:
code = "%s = vector_transform_tangent_to_view(MODEL_MATRIX, VIEW_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
3:
code = "%s = vector_transform_tangent_to_screen(MODEL_MATRIX, VIEW_MATRIX, PROJECTION_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
4:
code = "%s = %s;" % [output_vars[0], input_vector]
return code

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#include "res://addons/ShaderLib/Maths/Maths.gdshaderinc"
vec3 checker_board(vec2 uv, vec3 color_a, vec3 color_b, vec2 frequency){
uv = (uv.xy + 0.5) * frequency;
vec4 _derivatives = vec4(dFdx(uv), dFdy(uv));
vec2 _duv_length = sqrt(vec2(dot(_derivatives.xz, _derivatives.xz), dot(_derivatives.yw, _derivatives.yw)));
float _width = 1.0;
vec2 _distance3 = 4.0 * abs(fract(uv + 0.25) - 0.5) - _width;
vec2 _scale = 0.35 / _duv_length.xy;
float _frequency_limiter = sqrt(clamp(1.1f - max(_duv_length.x, _duv_length.y), 0.0, 1.0));
vec2 _vector_alpha = clamp(_distance3 * _scale.xy, -1.0, 1.0);
float _alpha = clamp(0.5f + 0.5f * _vector_alpha.x * _vector_alpha.y * _frequency_limiter, 0.0, 1.0);
return mix(color_b, color_a, _alpha);
}
vec2 koch_fractal_direction(float angle){
return vec2(sin(angle), cos(angle));
}
float koch_fractal(vec2 uv, float outline, int iteration, float shape_width, float shape_height, out vec2 koch_uv) {
float tiling = 3.0;
vec2 center = uv - vec2(.5);
shape_width = .85 * (shape_width / 1.);
shape_height = .85 * (shape_height / 1.);
center.x /= shape_width;
center.y /= shape_height;
center.x = abs(center.x);
center.y += tan(.833 * PI) * .5;
vec2 dir = koch_fractal_direction(.833 * PI);
float dist = dot(center - vec2(tiling / (2. * tiling), 0), dir);
center -= dir * max(0, dist) * 2.0;
dir = koch_fractal_direction(.6667 * PI);
float scale = 1.0;
center.x += .5;
for(int i = 0; i < iteration; i++){
center *= tiling;
scale *= tiling;
center.x -= .5 * tiling;
center.x = abs(center.x);
center.x -= .5;
center -= dir * min(0.0, dot(center, dir)) * 2.0;
}
dist = length(center - vec2(clamp(center.x, -1.0, 1.0), 0));
dist += step(outline / 100.0, dist / scale);
koch_uv = abs(center);
return 1.0 - dist;
}
vec2 gradient_modulo(vec2 divident, vec2 divisor){
vec2 _positive_divident = mod(divident, divisor) + divisor;
return mod(_positive_divident, divisor);
}
vec2 gradient_random(vec2 uv){
uv = vec2(dot(uv, vec2(127.1,311.7)), dot(uv, vec2(269.5,183.3)));
return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123);
}
float gradient_noise(vec2 uv, float scale) {
uv = uv * float(scale);
vec2 _period = vec2(30.0, 60.0);
vec2 _cells_minimum = floor(uv);
vec2 _cells_maximum = ceil(uv);
vec2 _uv_fract = fract(uv);
_cells_minimum = gradient_modulo(_cells_minimum, _period);
_cells_maximum = gradient_modulo(_cells_maximum, _period);
vec2 _blur = smoothstep(0.0, 1.0, _uv_fract);
vec2 _lowerLeftDirection = gradient_random(vec2(_cells_minimum.x, _cells_minimum.y));
vec2 _lowerRightDirection = gradient_random(vec2(_cells_maximum.x, _cells_minimum.y));
vec2 _upperLeftDirection = gradient_random(vec2(_cells_minimum.x, _cells_maximum.y));
vec2 _upperRightDirection = gradient_random(vec2(_cells_maximum.x, _cells_maximum.y));
vec2 _fraction = fract(uv);
float _mix_one = mix(dot(_lowerLeftDirection, _fraction - vec2(0, 0)), dot(_lowerRightDirection, _fraction - vec2(1, 0)), _blur.x);
float _mix_two = mix(dot(_upperLeftDirection, _fraction - vec2(0, 1)), dot(_upperRightDirection, _fraction - vec2(1, 1)), _blur.x);
return mix(_mix_one, _mix_two, _blur.y) * 0.8 + 0.5;
}
float gyroid_noise(vec2 uv, float scale, vec2 ratio, float height, float thickness) {
scale *= 10.;
thickness = clamp(thickness, 0., 1.);
vec3 vector = vec3(uv, height);
vector *= scale;
return abs(dot(sin(vector * ratio.x), cos(vector.zxy * ratio.y))) - thickness;
}
float pseudo_random_noise(vec2 uv, float seed) {
return fract(sin(dot(uv.xy + seed, vec2(12.9898,78.233))) * 43758.5453123);
}
float simple_noise_random(vec2 point) {
return fract(sin(point.x * 100. + point.y * 654.125) * 55647.8745);
}
float value_noise(vec2 uv) {
vec2 grid_uv = fract(uv);
vec2 grid_id = floor(uv);
grid_uv = grid_uv * grid_uv * (3. - 2. * grid_uv);
float bottom_left = simple_noise_random(grid_id);
float bottom_right = simple_noise_random(grid_id + vec2(1, 0));
float bottom = mix(bottom_left, bottom_right, grid_uv.x);
float top_left = simple_noise_random(grid_id + vec2(0, 1));
float top_right = simple_noise_random(grid_id + vec2(1, 1));
float top = mix(top_left, top_right, grid_uv.x);
return mix(bottom, top, grid_uv.y);
}
float simple_noise(vec2 uv, float scale, int octaves) {
octaves = clamp(octaves, 1, 6);
float noise = value_noise(uv * scale);
float amplitude = 1.;
for(int i = 1; i < octaves; i++) {
scale *= 2.;
amplitude /= 2.;
noise += value_noise(uv * scale) * amplitude;
}
return noise / 2.;
}
vec2 voronoi_random_vector(vec2 p) {
mat2 matrix = mat2(vec2(15.27, 47.63), vec2(99.41, 89.98));
return fract(sin(p * matrix) * 46839.32);
}
void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance_index, float chebyshev_power, out float output, out float cells){
vec2 grid_uv = fract(uv * cell_density);
vec2 grid_id = floor(uv * cell_density);
vec2 cell_id = vec2(0);
float min_dist = 100.;
for(float y = -1.; y <= 1.; y++) {
for(float x = -1.; x <= 1.; x++) {
vec2 offset = vec2(x, y);
vec2 n = voronoi_random_vector(grid_id + offset);
vec2 p = offset + vec2(sin(n.x + angle_offset) * .5 + .5, cos(n.y + angle_offset) * .5 + .5);
float d = min_dist;
switch(distance_index){
case 1:
d = manhattan_distance_2d(grid_uv, p);
break;
case 2:
d = chebyshev_distance_2d(grid_uv, p, chebyshev_power);
break;
default:
d = distance(grid_uv, p);
break;
}
if(d < min_dist) {
min_dist = d;
cell_id = voronoi_random_vector(grid_id + offset);
}
}
}
output = min_dist;
cells = cell_id.y;
}
float ellipse_shape(vec2 uv, float width, float height){
float _distance = length((uv * 2.0 - 1.0) / vec2(width, height));
return clamp((1.0 - _distance) / fwidth(_distance), 0.0, 1.0);
}
float polygon_shape(vec2 uv, int sides, float width, float height){
float _a_width = width * cos(PI / float(sides));
float _a_height = height * cos(PI / float(sides));
uv = (uv * 2.0 - 1.0) / vec2(_a_width, _a_height);
uv.y *= -1.0;
float _polar_coords = atan(uv.x, uv.y);
float _radius = 2.0 * PI / float(sides);
float _distance = cos(floor(0.5 + _polar_coords / _radius) * _radius - _polar_coords) * length(uv);
return clamp((1.0 - _distance) / fwidth(_distance), 0.0, 1.0);
}
float rectangle_shape(vec2 uv, float width, float height){
vec2 _distance = abs(uv * 2.0 - 1.0) - vec2(width, height);
_distance = 1.0 - _distance / fwidth(_distance);
return clamp(min(_distance.x, _distance.y), 0.0, 1.0);
}
float rounded_polygon_shape(vec2 uv, float width, float height, float sides, float roundness){
uv = uv * 2.0 + vec2(-1.0);
roundness /= 10.0;
float _epsilon = 1e-6;
uv.x = uv.x / ( width + ((width>-_epsilon && width<_epsilon) ? 1.0 : 0.0 * _epsilon));
uv.y = uv.y / ( height + ((height>-_epsilon && height<_epsilon) ? 1.0 : 0.0 * _epsilon));
roundness = clamp(roundness, 1e-6, 1.0);
float _i_sides = floor( abs( sides ) );
float _full_angle = 2.0 * PI / _i_sides;
float _half_angle = _full_angle / 2.;
float _diagonal = 1.0 / cos( _half_angle );
float _chamfer_angle = roundness * _half_angle;
float _remaining_angle = _half_angle - _chamfer_angle;
float _ratio = tan(_remaining_angle) / tan(_half_angle);
vec2 _chamfer_center = vec2(cos(_half_angle) , sin(_half_angle))* _ratio * _diagonal;
float _dist_a = length(_chamfer_center);
float _dist_b = 1.0 - _chamfer_center.x;
float _uv_scale = _diagonal;
uv *= _uv_scale;
vec2 _polar_uv = vec2(atan(uv.y, uv.x), length(uv));
_polar_uv.x += PI / 2.0 + TAU;
_polar_uv.x = mod(_polar_uv.x + _half_angle, _full_angle );
_polar_uv.x = abs(_polar_uv.x - _half_angle);
uv = vec2(cos(_polar_uv.x), sin(_polar_uv.x)) * _polar_uv.y;
float _angle_ratio = 1.0 - (_polar_uv.x-_remaining_angle) / _chamfer_angle;
float _dist_c = sqrt(_dist_a * _dist_a + _dist_b * _dist_b - 2.0 * _dist_a *_dist_b * cos(PI - _half_angle * _angle_ratio));
float output = uv.x;
float _chamfer_zone = (_half_angle - _polar_uv.x) < _chamfer_angle ? 1.0 : 0.0;
output = mix(uv.x, _polar_uv.y / _dist_c, _chamfer_zone);
output = clamp((1.0 - output) / fwidth(output), 0.0, 1.0);
return output;
}
float rounded_rectangle_shape(vec2 uv, float width, float height, float radius){
radius /= 10.0;
radius = max(min(min(abs(radius * 2.0), abs(width)), abs(height)), 1e-5);
uv = abs(uv * 2.0 - 1.0) - vec2(width, height) + radius;
float _distance = length(max(vec2(0.0), uv)) / radius;
return clamp((1.0 - _distance) / fwidth(_distance), 0.0, 1.0);
}

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@ -1,85 +0,0 @@
vec2 flipbook_uv(vec2 uv, int rows, int columns, float anim_speed){
int start_frame = 1;
int end_frame = rows * columns;
start_frame += int(fract(TIME * anim_speed) * float(end_frame));
float _frame = float(clamp(start_frame, 0, end_frame));
vec2 _off_per_frame = vec2((1.0 / float(columns)), (1.0 / float(rows)));
vec2 _sprite_size = vec2(uv.x / float(columns), uv.y / float(rows));
vec2 _current_sprite = vec2(0.0, 1.0 - _off_per_frame.y);
_current_sprite.x += _frame * _off_per_frame.x;
float _row_index;
float _mod = modf(_frame / float(columns), _row_index);
_current_sprite.y -= 1.0 - (_row_index * _off_per_frame.y);
_current_sprite.x -= _row_index * float(columns) * _off_per_frame.x;
vec2 _sprite_uv = (_sprite_size + _current_sprite);
return _sprite_uv;
}
vec2 parallax_mapping_uv_offset_1_step(float height, float amplitude, vec3 view_dir_tangent)
{
height = height * amplitude - amplitude / 2.0;
vec3 _vector = view_dir_tangent;
_vector.y += 0.42;
return height * (_vector.xz / _vector.y);
}
vec2 parallax_mapping_uv(sampler2D height, float amplitude, vec2 uv, vec3 tangent, vec3 normal, vec3 binormal, vec3 view)
{
float depth = amplitude / 10.0;
mat3 _tangent_matrix = mat3(tangent, normal, -binormal); // VIEW TO TANGENT SPACE
vec3 _view_tangent = transpose(_tangent_matrix) * view;
float _parallaxHeight = texture(height, uv).r;
vec2 _parallaxOffset = parallax_mapping_uv_offset_1_step(_parallaxHeight, depth, _view_tangent);
return _parallaxOffset + uv;
}
vec2 radial_shear_uv(vec2 uv, vec2 center, float strength, vec2 offset){
vec2 _delta = uv - center;
float _delta2 = dot(_delta.xy, _delta.xy);
vec2 _delta_offset = vec2(_delta2 * strength);
return uv + vec2(_delta.y, -_delta.x) * _delta_offset + offset;
}
vec2 rotate_uv(vec2 uv, vec2 center, float rotation, bool use_degrees){
float _angle = rotation;
if(use_degrees){
_angle = rotation * (3.1415926/180.0);
}
mat2 _rotation = mat2(
vec2(cos(_angle), -sin(_angle)),
vec2(sin(_angle), cos(_angle))
);
vec2 _delta = uv - center;
_delta = _rotation * _delta;
return _delta + center;
}
vec2 spherize_uv(vec2 uv, vec2 center, float strength, vec2 offset){
vec2 _delta = uv - center;
float _delta2 = dot(_delta.xy, _delta.xy);
float _delta4 = _delta2 * _delta2;
vec2 _delta_offset = vec2(_delta4 * strength);
return uv + _delta * _delta_offset + offset;
}
vec2 swirl_uv(vec2 uv, vec2 center, float strength, vec2 offset){
vec2 _delta = uv - center;
float _angle = strength * max(pow(1. - length(_delta), 3), 0);
mat2 _rotation = mat2(
vec2(cos(_angle), -sin(_angle)),
vec2(sin(_angle), cos(_angle))
);
_delta = _rotation * _delta;
return _delta + center;
}
vec2 twirl_uv(vec2 uv, vec2 center, float strength, vec2 offset){
vec2 _delta = uv - center;
float _angle = strength * length(_delta);
mat2 _rotation = mat2(
vec2(cos(_angle), -sin(_angle)),
vec2(sin(_angle), cos(_angle))
);
_delta = _rotation * _delta;
return _delta + center;
}

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeAdjustmentContrast extends VisualShaderNodeCustom class_name VisualShaderNodeAdjustmentContrast extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "Contrast" return "Contrast"
@ -47,7 +47,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D return PORT_TYPE_VECTOR_3D
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Artistic/Artistic.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Artistic/Artistic.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String = "vec3(1.0)" var input: String = "vec3(1.0)"

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeAdjustmentHue extends VisualShaderNodeCustom class_name VisualShaderNodeAdjustmentHue extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "Hue" return "Hue"
@ -59,7 +59,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Degrees", "Normalize"] return ["Degrees", "Normalize"]
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Artistic/Artistic.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Artistic/Artistic.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: 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 range_index: int = get_option_index(0)

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeAdjustmentReplaceColor extends VisualShaderNodeCustom class_name VisualShaderNodeAdjustmentReplaceColor extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "ReplaceColor" return "ReplaceColor"
@ -55,7 +55,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D return PORT_TYPE_VECTOR_3D
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Artistic/Artistic.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Artistic/Artistic.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String = "vec3(1.0)" var input: String = "vec3(1.0)"

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeAdjustmentSaturation extends VisualShaderNodeCustom class_name VisualShaderNodeAdjustmentSaturation extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
@ -48,7 +48,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D return PORT_TYPE_VECTOR_3D
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Artistic/Artistic.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Artistic/Artistic.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String = "vec3(1.0)" var input: String = "vec3(1.0)"

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeWhiteBalance extends VisualShaderNodeCustom class_name VisualShaderNodeWhiteBalance extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "WhiteBalance" return "WhiteBalance"
@ -49,7 +49,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D return PORT_TYPE_VECTOR_3D
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Artistic/Artistic.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Artistic/Artistic.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String = "vec3(1.0)" var input: String = "vec3(1.0)"

View File

@ -1,9 +1,9 @@
vec3 contrast(vec3 input, float contrast){ vec3 contrast(vec3 input, float contrast) {
float midpoint = pow(0.5, 2.2); float midpoint = pow(0.5, 2.2);
return (input - midpoint) * contrast + midpoint; return (input - midpoint) * contrast + midpoint;
} }
vec3 hue(vec3 input, float offset, int range_index){ vec3 hue(vec3 input, float offset, int range_index) {
// RGB to HSV // RGB to HSV
vec4 k = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); 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 p = mix(vec4(input.bg, k.wz), vec4(input.gb, k.xy), step(input.b, input.g));
@ -31,17 +31,17 @@ vec3 hue(vec3 input, float offset, int range_index){
return rgb; return rgb;
} }
vec3 replace_color(vec3 input, vec3 from, vec3 to, float range, float fuzziness){ vec3 replace_color(vec3 input, vec3 from, vec3 to, float range, float fuzziness) {
float dist = distance(from, input); float dist = distance(from, input);
return mix(to, input, clamp((dist - range) / max(fuzziness, 1.0e-5), 0.0, 1.0)); return mix(to, input, clamp((dist - range) / max(fuzziness, 1.0e-5), 0.0, 1.0));
} }
vec3 saturation(vec3 input, float saturation){ vec3 saturation(vec3 input, float saturation) {
float luma = dot(input, vec3(0.2126729, 0.7151522, 0.0721750)); float luma = dot(input, vec3(0.2126729, 0.7151522, 0.0721750));
return luma + saturation * (input - vec3(luma)); return luma + saturation * (input - vec3(luma));
} }
vec3 white_balance(vec3 input, float temperature, float tint){ vec3 white_balance(vec3 input, float temperature, float tint) {
float t1 = temperature * 10.0 / 6.0; float t1 = temperature * 10.0 / 6.0;
float t2 = tint * 10.0 / 6.0; float t2 = tint * 10.0 / 6.0;
@ -78,7 +78,7 @@ vec3 white_balance(vec3 input, float temperature, float tint){
return LMS_2_LIN_MAT * lms; return LMS_2_LIN_MAT * lms;
} }
vec4 color_mask(vec3 input, vec3 mask_color, float range, float fuzziness){ vec4 color_mask(vec3 input, vec3 mask_color, float range, float fuzziness) {
float dist = distance(mask_color, input); float dist = distance(mask_color, input);
return vec4(clamp(1. - (dist - range) / max(fuzziness, 1e-5), 0., 1.)); return vec4(clamp(1. - (dist - range) / max(fuzziness, 1e-5), 0., 1.));
} }

View File

@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeMaskColorMask extends VisualShaderNodeCustom class_name VisualShaderNodeMaskColorMask extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "ColorMask" return "ColorMask"
@ -53,7 +53,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_4D return PORT_TYPE_VECTOR_4D
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Artistic/Artistic.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Artistic/Artistic.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String = "vec3(0.0)" var input: String = "vec3(0.0)"

View File

@ -0,0 +1,11 @@
vec3 node_scale_world(mat4 model_matrix) {
vec3 axis_x = model_matrix[0].xyz;
vec3 axis_y = model_matrix[1].xyz;
vec3 axis_z = model_matrix[2].xyz;
float scale_x = length(axis_x);
float scale_y = length(axis_y);
float scale_z = length(axis_z);
return vec3(scale_x, scale_y, scale_z);
}

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeGeometryMeshNode extends VisualShaderNodeCustom class_name VisualShaderNodeGeometryMeshNode extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "MeshNode" return "MeshNode"
@ -42,7 +42,7 @@ func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
return false return false
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Geometry/Geometry.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Geometry/Geometry.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var code: String var code: String

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@ -0,0 +1,61 @@
float chebyshev_distance_2d(vec2 point1, vec2 point2, float power) {
vec2 p = abs(point1 - point2);
return pow(pow(p.x, power) + pow(p.y, power), 1. / power);
}
float chebyshev_distance_3d(vec3 point1, vec3 point2, float power) {
vec3 p = abs(point1 - point2);
return pow(pow(p.x, power) + pow(p.y, power) + pow(p.z, power), 1. / power);
}
float manhattan_distance_2d(vec2 point1, vec2 point2) {
vec2 d = point1 - point2;
return abs(d.x) + abs(d.y);
}
float manhattan_distance_3d(vec3 point1, vec3 point2) {
vec3 d = point1 - point2;
return abs(d.x) + abs(d.y) + abs(d.z);
}
vec2 project_2d(vec2 a, vec2 b) {
return b * (dot(a, b) / dot(b, b));
}
vec3 project_3d(vec3 a, vec3 b) {
return b * (dot(a, b) / dot(b, b));
}
vec3 project_on_plane(vec3 vector, vec3 plane_normal) {
return vector - (plane_normal * (dot(vector, plane_normal) / dot(plane_normal, plane_normal)));
}
float smoothmin(float a, float b, float t) {
float h = clamp(.5 + .5 * (b - a) / t, 0, 1);
return mix(b, a, h) - t * h * (1. - h);
}
float smoothmax(float a, float b, float t) {
float h = clamp(.5 + .5 * (b - a) / -t, 0, 1);
return mix(b, a, h) + t * h * (1. - h);
}
vec4 noise_sine_wave(vec4 input, vec2 min_max) {
vec4 sin_in = sin(input);
vec4 sin_in_offset = sin(input + 1.0);
vec4 random_number = fract(sin((sin_in - sin_in_offset) * (12.9898 + 78.233)) * 43758.5453);
float noise = mix(min_max.x, min_max.y, random_number.x);
return sin_in + vec4(noise);
}
vec4 sawtooth_wave(vec4 input) {
return 2. * (input - floor(.5 + input));
}
vec4 square_wave(vec4 input) {
return 1. - 2. * round(fract(input));
}
vec4 triangle_wave(vec4 input) {
return 2. * abs(2. * (input - floor(.5 + input))) - 1.;
}

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeScalarSmoothMax extends VisualShaderNodeCustom class_name VisualShaderNodeScalarSmoothMax extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "SmoothMax" return "SmoothMax"
@ -45,7 +45,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var a: String = input_vars[0] var a: String = input_vars[0]

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeScalarSmoothMin extends VisualShaderNodeCustom class_name VisualShaderNodeScalarSmoothMin extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "SmoothMin" return "SmoothMin"
@ -45,7 +45,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var a: String = input_vars[0] var a: String = input_vars[0]

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeMathsChebyshevDistance extends VisualShaderNodeCustom class_name VisualShaderNodeMathsChebyshevDistance extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "ChebyshevDistance" return "ChebyshevDistance"
@ -66,7 +66,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Vector2", "Vector3"] return ["Vector2", "Vector3"]
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var point_a: String var point_a: String
@ -92,4 +92,3 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
return output_vars[0] + " = chebyshev_distance_2d(%s, %s, %s);" % [point_a, point_b, power] return output_vars[0] + " = chebyshev_distance_2d(%s, %s, %s);" % [point_a, point_b, power]
_: _:
return output_vars[0] + " = chebyshev_distance_3d(%s, %s, %s);" % [point_a, point_b, power] return output_vars[0] + " = chebyshev_distance_3d(%s, %s, %s);" % [point_a, point_b, power]

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeMathsManhattanDistance extends VisualShaderNodeCustom class_name VisualShaderNodeMathsManhattanDistance extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "ManhattanDistance" return "ManhattanDistance"
@ -53,7 +53,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Vector2", "Vector3"] return ["Vector2", "Vector3"]
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var point_a: String var point_a: String
@ -78,4 +78,3 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
return output_vars[0] + " = manhattan_distance_2d(%s, %s);" % [point_a, point_b] return output_vars[0] + " = manhattan_distance_2d(%s, %s);" % [point_a, point_b]
_: _:
return output_vars[0] + " = manhattan_distance_3d(%s, %s);" % [point_a, point_b] return output_vars[0] + " = manhattan_distance_3d(%s, %s);" % [point_a, point_b]

View File

@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeVectorProject extends VisualShaderNodeCustom class_name VisualShaderNodeVectorProject extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "Project" return "Project"
@ -63,7 +63,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Vector2", "Vector3"] return ["Vector2", "Vector3"]
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var vector_a: String = input_vars[0] var vector_a: String = input_vars[0]

View File

@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeVectorProjectOnPlane extends VisualShaderNodeCustom class_name VisualShaderNodeVectorProjectOnPlane extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "ProjectOnPlane" return "ProjectOnPlane"
@ -36,7 +36,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D return PORT_TYPE_VECTOR_3D
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var vector_a: String = input_vars[0] var vector_a: String = input_vars[0]

View File

@ -0,0 +1,153 @@
@tool
class_name VisualShaderNodeVectorTransform extends ShaderLib
func _get_name() -> String:
return "VectorTransform"
func _get_category() -> String:
return "Maths/Vector"
func _get_description() -> String:
return "Returns the transformed vector of the input value from one coordinate space to another."
func _get_return_icon_type() -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_input_port_count() -> int:
return 1
func _get_input_port_name(port: int) -> String:
return "in"
func _get_input_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D
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 3
func _get_property_default_index(index: int) -> int:
match index:
0, 1:
return 0
_:
return 1
func _get_property_name(index: int) -> String:
match index:
0:
return "Vector Type"
1:
return "From"
_:
return "To"
func _get_property_options(index: int) -> PackedStringArray:
match index:
0:
return ["Positional", "Directional"]
_:
return ["Local", "World", "View", "Clip", "Tangent"]
func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
return mode == Shader.MODE_SPATIAL
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var code: String
var vector_type: int = get_option_index(0)
var from_coord_space_index: int = get_option_index(1)
var to_coord_space_index: int = get_option_index(2)
var input_vector: String = input_vars[0] if input_vars[0] else "vec3(0.0, 0.0, 0.0)"
var w_component: String = "1.0" if vector_type == 0 else "0.0"
match from_coord_space_index:
0:
match to_coord_space_index:
0:
code = "%s = %s;" % [output_vars[0], input_vector]
1:
code = "%s = (MODEL_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
2:
code = "%s = (VIEW_MATRIX * MODEL_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
3:
code = "%s = (PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
4:
code = """
vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
mat4 local_to_tangent_mat = mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0));
"""
code += "%s = (local_to_tangent_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
1:
match to_coord_space_index:
0:
code = "%s = (inverse(MODEL_MATRIX) * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
1:
code = "%s = %s;" % [output_vars[0], input_vector]
2:
code = "%s = (VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
3:
code = "%s =(PROJECTION_MATRIX * VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
4:
code = """
vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
mat4 local_to_tangent_mat = mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0));
"""
code += "%s = (local_to_tangent_mat * inverse(MODEL_MATRIX) * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
2:
match to_coord_space_index:
0:
code = "%s = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
1:
code = "%s = (INV_VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
2:
code = "%s = %s;" % [output_vars[0], input_vector]
3:
code = "%s = (PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
4:
code = """
vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
mat4 local_to_tangent_mat = mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0));
"""
code += "%s = (local_to_tangent_mat * inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
3:
match to_coord_space_index:
0:
code = "%s = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * INV_PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
1:
code = "%s = (INV_VIEW_MATRIX * INV_PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
2:
code = "%s = (INV_PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
3:
code = "%s = %s;" % [output_vars[0], input_vector]
4:
code = """
vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
mat4 local_to_tangent_mat = mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0));
"""
code += "%s = (local_to_tangent_mat * inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * INV_PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
4:
code = """
vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
mat4 tangent_to_local_mat = inverse(mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0)));
"""
match to_coord_space_index:
0:
code += "%s = (tangent_to_local_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
1:
code += "%s = (MODEL_MATRIX * tangent_to_local_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
2:
code += "%s = (VIEW_MATRIX * MODEL_MATRIX * tangent_to_local_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
3:
code += "%s = (PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * tangent_to_local_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
4:
code = "%s = %s;" % [output_vars[0], input_vector]
return code

View File

@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeMathsNoiseSineWave extends VisualShaderNodeCustom class_name VisualShaderNodeMathsNoiseSineWave extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "NoiseSineWave" return "NoiseSineWave"
@ -87,7 +87,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"] return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String var input: String

View File

@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeMathsSawtoothWave extends VisualShaderNodeCustom class_name VisualShaderNodeMathsSawtoothWave extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "SawtoothWave" return "SawtoothWave"
@ -71,7 +71,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"] return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String var input: String

View File

@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeMathsSquareWave extends VisualShaderNodeCustom class_name VisualShaderNodeMathsSquareWave extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
@ -72,7 +72,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"] return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String var input: String

View File

@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeMathsTriangleWave extends VisualShaderNodeCustom class_name VisualShaderNodeMathsTriangleWave extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "TriangleWave" return "TriangleWave"
@ -70,7 +70,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"] return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String var input: String

View File

@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeProceduralCheckerBoard extends VisualShaderNodeCustom class_name VisualShaderNodeProceduralCheckerBoard extends ShaderLib
func _init() -> void: func _init() -> void:
output_port_for_preview = 0 output_port_for_preview = 0
@ -60,7 +60,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_3D return PORT_TYPE_VECTOR_3D
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV" var uv: String = "UV"

View File

@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeProceduralKochFractal extends VisualShaderNodeCustom class_name VisualShaderNodeProceduralKochFractal extends ShaderLib
func _init() -> void: func _init() -> void:
output_port_for_preview = 0 output_port_for_preview = 0
@ -68,7 +68,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV" var uv: String = "UV"
@ -82,4 +82,3 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
var height: String = input_vars[4] var height: String = input_vars[4]
return output_vars[0] + " = koch_fractal(%s, %s, %s, %s, %s, %s);" % [uv, thickness, iterations, width, height, output_vars[1]] return output_vars[0] + " = koch_fractal(%s, %s, %s, %s, %s, %s);" % [uv, thickness, iterations, width, height, output_vars[1]]

View File

@ -0,0 +1,65 @@
@tool
class_name VisualShaderNodeProceduralHeightToNormal extends ShaderLib
func _get_name() -> String:
return "HeightToNormal"
func _get_category() -> String:
return "Procedural"
func _get_description() -> String:
return "Generates a normal map from a height map."
func _get_return_icon_type() -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_input_port_count() -> int:
return 3
func _get_input_port_name(port: int) -> String:
match port:
0:
return "height map"
1:
return "uv"
2:
return "bump strength"
return ""
func _get_input_port_type(port: int) -> PortType:
match port:
0:
return PORT_TYPE_SAMPLER
1:
return PORT_TYPE_VECTOR_2D
_:
return PORT_TYPE_SCALAR
func _get_input_port_default_value(port: int) -> Variant:
match port:
2:
return 8.0
_:
return null
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "normal"
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"
if input_vars[1]:
uv = input_vars[1]
var sampler: String = input_vars[0]
var bump: String = input_vars[2]
return output_vars[0] + " = heigth_to_normal(%s, %s, %s);" % [sampler, uv, bump]

View File

@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeProceduralGradientNoise extends VisualShaderNodeCustom class_name VisualShaderNodeProceduralGradientNoise extends ShaderLib
func _init() -> void: func _init() -> void:
output_port_for_preview = 0 output_port_for_preview = 0
@ -52,7 +52,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV" var uv: String = "UV"

View File

@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeProceduralGyroidNoise extends VisualShaderNodeCustom class_name VisualShaderNodeProceduralGyroidNoise extends ShaderLib
func _init() -> void: func _init() -> void:
output_port_for_preview = 0 output_port_for_preview = 0
@ -62,7 +62,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV" var uv: String = "UV"

View File

@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodePseudoRandomNoise extends VisualShaderNodeCustom class_name VisualShaderNodePseudoRandomNoise extends ShaderLib
func _init() -> void: func _init() -> void:
output_port_for_preview = 0 output_port_for_preview = 0
@ -41,5 +41,8 @@ func _get_output_port_name(port: int) -> String:
func _get_output_port_type(port: int) -> PortType: func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
return output_vars[0] + " = pseudo_random_noise(UV, %s);" % input_vars[0] return output_vars[0] + " = pseudo_random_noise(UV, %s);" % input_vars[0]

View File

@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeProceduralSimpleNoise extends VisualShaderNodeCustom class_name VisualShaderNodeProceduralSimpleNoise extends ShaderLib
func _init() -> void: func _init() -> void:
output_port_for_preview = 0 output_port_for_preview = 0
@ -56,7 +56,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV" var uv: String = "UV"

View File

@ -1,8 +1,5 @@
@tool @tool
class_name VisualShaderNodeProceduralVoronoi extends VisualShaderNodeCustom class_name VisualShaderNodeProceduralVoronoi extends ShaderLib
func _init() -> void:
output_port_for_preview = 0
func _get_name() -> String: func _get_name() -> String:
return "Voronoi" return "Voronoi"
@ -63,7 +60,7 @@ func _get_input_port_default_value(port: int) -> Variant:
2: 2:
return 2.0 return 2.0
3: 3:
return 2.0 return 5.0
_: _:
return null return null
_: _:
@ -101,7 +98,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Euclidean", "Manhattan", "Chebyshev"] return ["Euclidean", "Manhattan", "Chebyshev"]
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV" var uv: String = "UV"
@ -113,13 +110,15 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
var cell_density: String = input_vars[1] var cell_density: String = input_vars[1]
var angle_offset: String = input_vars[2] var angle_offset: String = input_vars[2]
var chebyshev_power: String = "0."
if distance_index == 2:
if input_vars[3]:
chebyshev_power = input_vars[3]
var output: String = output_vars[0] var output: String = output_vars[0]
var cells: String = output_vars[1] var cells: String = output_vars[1]
return "voronoi_noise(%s, %s, %s, %s, %s, %s, %s);" % [uv, cell_density, angle_offset, distance_index, chebyshev_power, output, cells] match distance_index:
1:
return "%s = voronoi_noise_manhattan(%s, %s, %s, %s);" % [output, uv, cell_density, angle_offset, cells]
2:
var chebyshev_power: String = input_vars[3]
return "%s = voronoi_noise_chebyshev(%s, %s, %s, %s, %s);" % [output, uv, cell_density, angle_offset, chebyshev_power, cells]
_:
return "%s = voronoi_noise_euclidean(%s, %s, %s, %s);" % [output, uv, cell_density, angle_offset, cells]

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@ -0,0 +1,285 @@
#include "res://addons/ShaderLib_v2_2_4/Maths/Maths.gdshaderinc"
vec3 checker_board(vec2 uv, vec3 color_a, vec3 color_b, vec2 frequency) {
uv = (uv.xy + 0.5) * frequency;
vec4 derivatives = vec4(dFdx(uv), dFdy(uv));
vec2 duv_length = sqrt(vec2(dot(derivatives.xz, derivatives.xz), dot(derivatives.yw, derivatives.yw)));
float width = 1.0;
vec2 distance3 = 4.0 * abs(fract(uv + 0.25) - 0.5) - width;
vec2 scale = 0.35 / duv_length.xy;
float frequency_limiter = sqrt(clamp(1.1f - max(duv_length.x, duv_length.y), 0.0, 1.0));
vec2 vector_alpha = clamp(distance3 * scale.xy, -1.0, 1.0);
float alpha = clamp(0.5f + 0.5f * vector_alpha.x * vector_alpha.y * frequency_limiter, 0.0, 1.0);
return mix(color_b, color_a, alpha);
}
vec2 koch_fractal_direction(float angle) {
return vec2(sin(angle), cos(angle));
}
float koch_fractal(vec2 uv, float outline, int iteration, float shape_width, float shape_height, out vec2 koch_uv) {
float tiling = 3.0;
vec2 center = uv - vec2(.5);
shape_width = .85 * (shape_width / 1.);
shape_height = .85 * (shape_height / 1.);
center.x /= shape_width;
center.y /= shape_height;
center.x = abs(center.x);
center.y += tan(.833 * PI) * .5;
vec2 dir = koch_fractal_direction(.833 * PI);
float dist = dot(center - vec2(tiling / (2. * tiling), 0), dir);
center -= dir * max(0, dist) * 2.0;
dir = koch_fractal_direction(.6667 * PI);
float scale = 1.0;
center.x += .5;
for(int i = 0; i < iteration; i++){
center *= tiling;
scale *= tiling;
center.x -= .5 * tiling;
center.x = abs(center.x);
center.x -= .5;
center -= dir * min(0.0, dot(center, dir)) * 2.0;
}
dist = length(center - vec2(clamp(center.x, -1.0, 1.0), 0));
dist += step(outline / 100.0, dist / scale);
koch_uv = abs(center);
return 1.0 - dist;
}
vec2 gradient_modulo(vec2 divident, vec2 divisor) {
vec2 positive_divident = mod(divident, divisor) + divisor;
return mod(positive_divident, divisor);
}
vec2 gradient_random(vec2 uv) {
uv = vec2(dot(uv, vec2(127.1,311.7)), dot(uv, vec2(269.5,183.3)));
return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123);
}
float gradient_noise(vec2 uv, float scale) {
uv = uv * float(scale);
vec2 period = vec2(30.0, 60.0);
vec2 cells_minimum = floor(uv);
vec2 cells_maximum = ceil(uv);
vec2 uv_fract = fract(uv);
cells_minimum = gradient_modulo(cells_minimum, period);
cells_maximum = gradient_modulo(cells_maximum, period);
vec2 blur = smoothstep(0.0, 1.0, uv_fract);
vec2 lowerLeftDirection = gradient_random(vec2(cells_minimum.x, cells_minimum.y));
vec2 lowerRightDirection = gradient_random(vec2(cells_maximum.x, cells_minimum.y));
vec2 upperLeftDirection = gradient_random(vec2(cells_minimum.x, cells_maximum.y));
vec2 upperRightDirection = gradient_random(vec2(cells_maximum.x, cells_maximum.y));
vec2 fraction = fract(uv);
float mix_one = mix(dot(lowerLeftDirection, fraction - vec2(0, 0)), dot(lowerRightDirection, fraction - vec2(1, 0)), blur.x);
float mix_two = mix(dot(upperLeftDirection, fraction - vec2(0, 1)), dot(upperRightDirection, fraction - vec2(1, 1)), blur.x);
return mix(mix_one, mix_two, blur.y) * 0.8 + 0.5;
}
float gyroid_noise(vec2 uv, float scale, vec2 ratio, float height, float thickness) {
scale *= 10.;
thickness = clamp(thickness, 0., 1.);
vec3 vector = vec3(uv, height);
vector *= scale;
return abs(dot(sin(vector * ratio.x), cos(vector.zxy * ratio.y))) - thickness;
}
float pseudo_random_noise(vec2 uv, float seed) {
return fract(sin(dot(uv.xy + seed, vec2(12.9898,78.233))) * 43758.5453123);
}
float simple_noise_random(vec2 point) {
return fract(sin(point.x * 100. + point.y * 654.125) * 55647.8745);
}
float value_noise(vec2 uv) {
vec2 grid_uv = fract(uv);
vec2 grid_id = floor(uv);
grid_uv = grid_uv * grid_uv * (3. - 2. * grid_uv);
float bottom_left = simple_noise_random(grid_id);
float bottom_right = simple_noise_random(grid_id + vec2(1, 0));
float bottom = mix(bottom_left, bottom_right, grid_uv.x);
float top_left = simple_noise_random(grid_id + vec2(0, 1));
float top_right = simple_noise_random(grid_id + vec2(1, 1));
float top = mix(top_left, top_right, grid_uv.x);
return mix(bottom, top, grid_uv.y);
}
float simple_noise(vec2 uv, float scale, int octaves) {
octaves = clamp(octaves, 1, 6);
float noise = value_noise(uv * scale);
float amplitude = 1.;
for(int i = 1; i < octaves; i++) {
scale *= 2.;
amplitude /= 2.;
noise += value_noise(uv * scale) * amplitude;
}
return noise / 2.;
}
vec2 voronoi_random_vector(vec2 p) {
mat2 matrix = mat2(vec2(15.27, 47.63), vec2(99.41, 89.98));
return fract(sin(p * matrix) * 46839.32);
}
float voronoi_noise_euclidean(vec2 uv, float cell_density, float angle_offset, out float cells){
vec2 grid_uv = fract(uv * cell_density);
vec2 grid_id = floor(uv * cell_density);
vec2 cell_id = vec2(0);
float min_dist = 100.;
for(float y = -1.; y <= 1.; y++) {
for(float x = -1.; x <= 1.; x++) {
vec2 offset = vec2(x, y);
vec2 n = voronoi_random_vector(grid_id + offset);
vec2 p = offset + vec2(sin(n.x + angle_offset) * .5 + .5, cos(n.y + angle_offset) * .5 + .5);
float d = min_dist;
d = distance(grid_uv, p);
if(d < min_dist) {
min_dist = d;
cell_id = voronoi_random_vector(grid_id + offset);
}
}
}
cells = cell_id.y;
return min_dist;
}
float voronoi_noise_manhattan(vec2 uv, float cell_density, float angle_offset, out float cells){
vec2 grid_uv = fract(uv * cell_density);
vec2 grid_id = floor(uv * cell_density);
vec2 cell_id = vec2(0);
float min_dist = 100.;
for(float y = -1.; y <= 1.; y++) {
for(float x = -1.; x <= 1.; x++) {
vec2 offset = vec2(x, y);
vec2 n = voronoi_random_vector(grid_id + offset);
vec2 p = offset + vec2(sin(n.x + angle_offset) * .5 + .5, cos(n.y + angle_offset) * .5 + .5);
float d = min_dist;
d = manhattan_distance_2d(grid_uv, p);
if(d < min_dist) {
min_dist = d;
cell_id = voronoi_random_vector(grid_id + offset);
}
}
}
cells = cell_id.y;
return min_dist;
}
float voronoi_noise_chebyshev(vec2 uv, float cell_density, float angle_offset, float chebyshev_power, out float cells){
vec2 grid_uv = fract(uv * cell_density);
vec2 grid_id = floor(uv * cell_density);
vec2 cell_id = vec2(0);
float min_dist = 100.;
for(float y = -1.; y <= 1.; y++) {
for(float x = -1.; x <= 1.; x++) {
vec2 offset = vec2(x, y);
vec2 n = voronoi_random_vector(grid_id + offset);
vec2 p = offset + vec2(sin(n.x + angle_offset) * .5 + .5, cos(n.y + angle_offset) * .5 + .5);
float d = min_dist;
d = chebyshev_distance_2d(grid_uv, p, chebyshev_power);
if(d < min_dist) {
min_dist = d;
cell_id = voronoi_random_vector(grid_id + offset);
}
}
}
cells = cell_id.y;
return min_dist;
}
float ellipse_shape(vec2 uv, float width, float height) {
float dist = length((uv * 2.0 - 1.0) / vec2(width, height));
return clamp((1.0 - dist) / fwidth(dist), 0.0, 1.0);
}
float polygon_shape(vec2 uv, int sides, float width, float height) {
float a_width = width * cos(PI / float(sides));
float a_height = height * cos(PI / float(sides));
uv = (uv * 2.0 - 1.0) / vec2(a_width, a_height);
uv.y *= -1.0;
float polar_coords = atan(uv.x, uv.y);
float radius = 2.0 * PI / float(sides);
float dist = cos(floor(0.5 + polar_coords / radius) * radius - polar_coords) * length(uv);
return clamp((1.0 - dist) / fwidth(dist), 0.0, 1.0);
}
float rectangle_shape(vec2 uv, float width, float height) {
vec2 dist = abs(uv * 2.0 - 1.0) - vec2(width, height);
dist = 1.0 - dist / fwidth(dist);
return clamp(min(dist.x, dist.y), 0.0, 1.0);
}
float rounded_polygon_shape(vec2 uv, float width, float height, float sides, float roundness){
uv = uv * 2.0 + vec2(-1.0);
roundness /= 10.0;
float epsilon = 1e-6;
uv.x = uv.x / ( width + ((width > -epsilon && width < epsilon) ? 1.0 : 0.0 * epsilon));
uv.y = uv.y / ( height + ((height > -epsilon && height < epsilon) ? 1.0 : 0.0 * epsilon));
roundness = clamp(roundness, 1e-6, 1.0);
float i_sides = floor( abs( sides ) );
float full_angle = 2.0 * PI / i_sides;
float half_angle = full_angle / 2.;
float diagonal = 1.0 / cos( half_angle );
float chamfer_angle = roundness * half_angle;
float remaining_angle = half_angle - chamfer_angle;
float ratio = tan(remaining_angle) / tan(half_angle);
vec2 chamfer_center = vec2(cos(half_angle) , sin(half_angle))* ratio * diagonal;
float dist_a = length(chamfer_center);
float dist_b = 1.0 - chamfer_center.x;
float uv_scale = diagonal;
uv *= uv_scale;
vec2 polar_uv = vec2(atan(uv.y, uv.x), length(uv));
polar_uv.x += PI / 2.0 + TAU;
polar_uv.x = mod(polar_uv.x + half_angle, full_angle );
polar_uv.x = abs(polar_uv.x - half_angle);
uv = vec2(cos(polar_uv.x), sin(polar_uv.x)) * polar_uv.y;
float angle_ratio = 1.0 - (polar_uv.x- remaining_angle) / chamfer_angle;
float dist_c = sqrt(dist_a * dist_a + dist_b * dist_b - 2.0 * dist_a * dist_b * cos(PI - half_angle * angle_ratio));
float output = uv.x;
float chamfer_zone = (half_angle - polar_uv.x) < chamfer_angle ? 1.0 : 0.0;
output = mix(uv.x, polar_uv.y / dist_c, chamfer_zone);
output = clamp((1.0 - output) / fwidth(output), 0.0, 1.0);
return output;
}
float rounded_rectangle_shape(vec2 uv, float width, float height, float radius){
radius /= 10.0;
radius = max(min(min(abs(radius * 2.0), abs(width)), abs(height)), 1e-5);
uv = abs(uv * 2.0 - 1.0) - vec2(width, height) + radius;
float dist = length(max(vec2(0.0), uv)) / radius;
return clamp((1.0 - dist) / fwidth(dist), 0.0, 1.0);
}
vec3 heigth_to_normal(sampler2D height_map, vec2 uv, float bump_strength) {
float pixel_width = .002;
float height = texture(height_map, uv).r;
float r = height - texture(height_map, uv + vec2(pixel_width, 0)).r;
float l = height - texture(height_map, uv - vec2(pixel_width, 0)).r;
float u = height - texture(height_map, uv + vec2(0, pixel_width)).r;
float d = height - texture(height_map, uv - vec2(0, pixel_width)).r;
float h = (r - l) / pixel_width;
float v = (u - d) / pixel_width;
vec3 n = vec3(h, v, 1.);
n.x = n.x * (pixel_width * bump_strength * .5) + .5;
n.y = n.y * (pixel_width * bump_strength * .5) + .5;
return normalize(n);
}

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeProceduralEllipse extends VisualShaderNodeCustom class_name VisualShaderNodeProceduralEllipse extends ShaderLib
func _init() -> void: func _init() -> void:
output_port_for_preview = 0 output_port_for_preview = 0
@ -54,7 +54,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV" var uv: String = "UV"

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeProceduralPolygon extends VisualShaderNodeCustom class_name VisualShaderNodeProceduralPolygon extends ShaderLib
func _init() -> void: func _init() -> void:
output_port_for_preview = 0 output_port_for_preview = 0
@ -60,7 +60,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV" var uv: String = "UV"

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeProceduralRectangle extends VisualShaderNodeCustom class_name VisualShaderNodeProceduralRectangle extends ShaderLib
func _init() -> void: func _init() -> void:
output_port_for_preview = 0 output_port_for_preview = 0
@ -54,7 +54,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV" var uv: String = "UV"

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeProceduralRoundedPolygon extends VisualShaderNodeCustom class_name VisualShaderNodeProceduralRoundedPolygon extends ShaderLib
func _init() -> void: func _init() -> void:
output_port_for_preview = 0 output_port_for_preview = 0
@ -61,7 +61,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV" var uv: String = "UV"

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeProceduralRoundedRectangle extends VisualShaderNodeCustom class_name VisualShaderNodeProceduralRoundedRectangle extends ShaderLib
func _init() -> void: func _init() -> void:
output_port_for_preview = 0 output_port_for_preview = 0
@ -58,7 +58,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV" var uv: String = "UV"

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeRayMarch extends VisualShaderNodeCustom class_name VisualShaderNodeRayMarch extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "RayMarch" return "RayMarch"
@ -183,7 +183,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/RayMarching/SignedDistanceFunctions.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/RayMarching/SignedDistanceFunctions.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var sdf_index: int = get_option_index(0) var sdf_index: int = get_option_index(0)
@ -222,4 +222,3 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
var small_radius: String = input_vars[7] var small_radius: String = input_vars[7]
var big_radius: String = input_vars[8] var big_radius: String = input_vars[8]
return output_vars[0] + " = ray_march_sd_torus(%s, %s, %s, %s, %s, %s, %s, %s, %s);" % [ray_origin, ray_direction, max_steps, max_dist, dist_threshold, torus_pos, eulers, small_radius, big_radius] return output_vars[0] + " = ray_march_sd_torus(%s, %s, %s, %s, %s, %s, %s, %s, %s);" % [ray_origin, ray_direction, max_steps, max_dist, dist_threshold, torus_pos, eulers, small_radius, big_radius]

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@ -0,0 +1,3 @@
class_name ShaderLib extends VisualShaderNodeCustom
var version: String = "v2_2_4"

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeUVFlipbook extends VisualShaderNodeCustom class_name VisualShaderNodeUVFlipbook extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "Flipbook" return "Flipbook"
@ -57,7 +57,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D return PORT_TYPE_VECTOR_2D
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/UV/UV.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/UV/UV.gdshaderinc\"" % [version]
func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool: func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
match mode: match mode:

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeUVParallaxMapping extends VisualShaderNodeCustom class_name VisualShaderNodeUVParallaxMapping extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "ParallaxMapping" return "ParallaxMapping"
@ -55,7 +55,7 @@ func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
return false return false
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/UV/UV.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/UV/UV.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var height_map: String = input_vars[0] var height_map: String = input_vars[0]

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeUVRadialShear extends VisualShaderNodeCustom class_name VisualShaderNodeUVRadialShear extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "RadialShear" return "RadialShear"
@ -57,7 +57,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D return PORT_TYPE_VECTOR_2D
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/UV/UV.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/UV/UV.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String var uv: String

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeUVRotate extends VisualShaderNodeCustom class_name VisualShaderNodeUVRotate extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "Rotate" return "Rotate"
@ -65,7 +65,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Degrees", "Radians"] return ["Degrees", "Radians"]
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/UV/UV.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/UV/UV.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String var uv: String

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeUVSpherize extends VisualShaderNodeCustom class_name VisualShaderNodeUVSpherize extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "Spherize" return "Spherize"
@ -57,7 +57,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D return PORT_TYPE_VECTOR_2D
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/UV/UV.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/UV/UV.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String var uv: String

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeUVSwirl extends VisualShaderNodeCustom class_name VisualShaderNodeUVSwirl extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "Swirl" return "Swirl"
@ -57,7 +57,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D return PORT_TYPE_VECTOR_2D
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/UV/UV.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/UV/UV.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String var uv: String

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeUVTilingAndOffset extends VisualShaderNodeCustom class_name VisualShaderNodeUVTilingAndOffset extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "TilingAndOffset" return "TilingAndOffset"

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@ -1,5 +1,5 @@
@tool @tool
class_name VisualShaderNodeUVTwirl extends VisualShaderNodeCustom class_name VisualShaderNodeUVTwirl extends ShaderLib
func _get_name() -> String: func _get_name() -> String:
return "Twirl" return "Twirl"
@ -57,7 +57,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D return PORT_TYPE_VECTOR_2D
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/UV/UV.gdshaderinc\"" return "#include \"res://addons/ShaderLib_%s/UV/UV.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String var uv: String

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@ -0,0 +1,77 @@
vec2 flipbook_uv(vec2 uv, int rows, int columns, float anim_speed) {
int start_frame = 1;
int end_frame = rows * columns;
start_frame += int(fract(TIME * anim_speed) * float(end_frame));
float frame = float(clamp(start_frame, 0, end_frame));
vec2 off_per_frame = vec2((1.0 / float(columns)), (1.0 / float(rows)));
vec2 sprite_size = vec2(uv.x / float(columns), uv.y / float(rows));
vec2 current_sprite = vec2(0.0, 1.0 - off_per_frame.y);
current_sprite.x += frame * off_per_frame.x;
float row_index;
current_sprite.y -= 1.0 - (row_index * off_per_frame.y);
current_sprite.x -= row_index * float(columns) * off_per_frame.x;
vec2 sprite_uv = (sprite_size + current_sprite);
return sprite_uv;
}
vec2 parallax_mapping_uv_offset_1_step(float height, float amplitude, vec3 view_dir_tangent) {
height = height * amplitude - amplitude / 2.0;
vec3 vector = view_dir_tangent;
vector.y += 0.42;
return height * (vector.xz / vector.y);
}
vec2 parallax_mapping_uv(sampler2D height, float amplitude, vec2 uv, vec3 tangent, vec3 normal, vec3 binormal, vec3 view) {
float depth = amplitude / 10.0;
mat3 tangent_matrix = mat3(tangent, normal, -binormal); // VIEW TO TANGENT SPACE
vec3 view_tangent = transpose(tangent_matrix) * view;
float parallaxHeight = texture(height, uv).r;
vec2 parallaxOffset = parallax_mapping_uv_offset_1_step(parallaxHeight, depth, view_tangent);
return parallaxOffset + uv;
}
vec2 radial_shear_uv(vec2 uv, vec2 center, float strength, vec2 offset) {
vec2 delta = uv - center;
float delta2 = dot(delta.xy, delta.xy);
vec2 delta_offset = vec2(delta2 * strength);
return uv + vec2(delta.y, -delta.x) * delta_offset + offset;
}
mat2 rotation_mat2(float angle) {
return mat2(
vec2(cos(angle), -sin(angle)),
vec2(sin(angle), cos(angle))
);
}
vec2 rotate_uv(vec2 uv, vec2 center, float rotation, bool use_degrees) {
float angle = rotation;
if(use_degrees){
angle = rotation * (3.1415926/180.0);
}
vec2 delta = uv - center;
delta = rotation_mat2(angle) * delta;
return delta + center;
}
vec2 spherize_uv(vec2 uv, vec2 center, float strength, vec2 offset) {
vec2 delta = uv - center;
float delta2 = dot(delta.xy, delta.xy);
float delta4 = delta2 * delta2;
vec2 delta_offset = vec2(delta4 * strength);
return uv + delta * delta_offset + offset;
}
vec2 swirl_uv(vec2 uv, vec2 center, float strength, vec2 offset) {
vec2 delta = uv - center;
float angle = strength * max(pow(1. - length(delta), 3), 0);
delta = rotation_mat2(angle) * delta;
return delta + center + offset;
}
vec2 twirl_uv(vec2 uv, vec2 center, float strength, vec2 offset) {
vec2 delta = uv - center;
float angle = strength * length(delta);
delta = rotation_mat2(angle) * delta;
return delta + center + offset;
}

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@ -56,6 +56,7 @@ For example if you want to rotate UV in your **_.gdshader_** file, you can use `
<h2>Procedural nodes</h2> <h2>Procedural nodes</h2>
<h4><a href="/documentation/Nodes/Procedural/CheckerBoard.md">&emsp;Checker Board node</a></h4> <h4><a href="/documentation/Nodes/Procedural/CheckerBoard.md">&emsp;Checker Board node</a></h4>
<h4><a href="/documentation/Nodes/Procedural/HeightToNormal.md">&emsp;Height To Normal node</a></h4>
<h3>&emsp;Fractals</h3> <h3>&emsp;Fractals</h3>

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@ -10,6 +10,7 @@ Returns the transformed vector of the input value <i><b>in</b></i> from one coor
**Controls** **Controls**
|Name|Options|Description| |Name|Options|Description|
|---|---|---| |---|---|---|
|Vector type|Positional, Directional|Positional will take into account translation data, Directional won't|
|From|Local, World, View, Screen, Tangent|Coordinate space from which you want to transform the input vector| |From|Local, World, View, Screen, Tangent|Coordinate space from which you want to transform the input vector|
|To|Local, World, View, Screen, Tangent|Coordinate space to which you want to transform the input vector| |To|Local, World, View, Screen, Tangent|Coordinate space to which you want to transform the input vector|

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@ -0,0 +1,29 @@
# Height To Normal node
Generates a normal map from a height map.
<hr>
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|height map|sampler2D|none|Height map|
|uv|vec2|UV|Input UV value|
|bump strength|float|none|Bump strength for the height|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|Normal|vec3|None|Normal map|
**ShaderInc location**
<br>`res://addons/ShaderLib/Procedural/Procedural.gdshaderinc`
**Method signature**
<br>`vec3 heigth_to_normal(sampler2D height_map, vec2 uv, float bump_strength)`
**Parameters**
|Name|Type|Description|
|---|---|---|
|height_map|sampler2D|Height map|
|uv|vec2|Input UV value|
|bump_strength|float|Bump strength for the height|
___

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@ -25,7 +25,9 @@ Generates a Voronoi or Worley noise based on input UV. Voronoi noise is generate
<br>`res://addons/ShaderLib/Procedural/Procedural.gdshaderinc` <br>`res://addons/ShaderLib/Procedural/Procedural.gdshaderinc`
**Method signature** **Method signature**
<br>`void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance_index, float chebyshev_power, out float output, out float cells)` <br>`float voronoi_noise_euclidean(vec2 uv, float cell_density, float angle_offset, out float cells)`
<br>`float voronoi_noise_manhattan(vec2 uv, float cell_density, float angle_offset, out float cells)`
<br>`float voronoi_noise_chebyshev(vec2 uv, float cell_density, float angle_offset, float chebyshev_power, out float cells)`
**Parameters** **Parameters**
|Name|Type|Description| |Name|Type|Description|
@ -33,8 +35,6 @@ Generates a Voronoi or Worley noise based on input UV. Voronoi noise is generate
|uv|vec2|Input UV value| |uv|vec2|Input UV value|
|cell_density|float|Density of generated cells| |cell_density|float|Density of generated cells|
|angle_offset|float|Offset values for points| |angle_offset|float|Offset values for points|
|distance_index|int|Distance matrix to use for Voronoi, 0 = Euclidean, 1 = Manhattan, 2 = Chebyshev|
|chebyshev_power|float|Power for Chebyshev distance| |chebyshev_power|float|Power for Chebyshev distance|
|output|out float|Output noise value|
|cells|out float|Output raw cell data| |cells|out float|Output raw cell data|
___ ___

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@ -12,5 +12,5 @@ config_version=5
config/name="Godot-shader-lib" config/name="Godot-shader-lib"
config/tags=PackedStringArray("addons") config/tags=PackedStringArray("addons")
config/features=PackedStringArray("4.2", "Forward Plus") config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icons/icon.png" config/icon="res://icons/icon.png"