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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
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6 Commits
85fc207dc0
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godot-4.2
Author | SHA1 | Date | |
---|---|---|---|
51ee380503 | |||
c1c786f345 | |||
afae2c766e | |||
a98305fa5f | |||
199f4a772a | |||
fb19605155 |
@ -1,161 +0,0 @@
|
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float chebyshev_distance_2d(vec2 point1, vec2 point2, float power) {
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vec2 p = abs(point1 - point2);
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return pow(pow(p.x, power) + pow(p.y, power), 1. / power);
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}
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float chebyshev_distance_3d(vec3 point1, vec3 point2, float power) {
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vec3 p = abs(point1 - point2);
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return pow(pow(p.x, power) + pow(p.y, power) + pow(p.z, power), 1. / power);
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}
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float manhattan_distance_2d(vec2 point1, vec2 point2) {
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vec2 d = point1 - point2;
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return abs(d.x) + abs(d.y);
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}
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float manhattan_distance_3d(vec3 point1, vec3 point2) {
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vec3 d = point1 - point2;
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return abs(d.x) + abs(d.y) + abs(d.z);
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}
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vec2 project_2d(vec2 a, vec2 b) {
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return b * (dot(a, b) / dot(b, b));
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}
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vec3 project_3d(vec3 a, vec3 b) {
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return b * (dot(a, b) / dot(b, b));
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}
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vec3 project_on_plane(vec3 vector, vec3 plane_normal) {
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return vector - (plane_normal * (dot(vector, plane_normal) / dot(plane_normal, plane_normal)));
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}
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float smoothmin(float a, float b, float t) {
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float h = clamp(.5 + .5 * (b - a) / t, 0, 1);
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return mix(b, a, h) - t * h * (1. - h);
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}
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float smoothmax(float a, float b, float t) {
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float h = clamp(.5 + .5 * (b - a) / -t, 0, 1);
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return mix(b, a, h) + t * h * (1. - h);
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}
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vec3 vector_transform_world_to_local(mat4 model_matrix, vec3 vector) {
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return (inverse(model_matrix) * vec4(vector, 1.0)).xyz;
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}
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vec3 vector_transform_world_to_view(mat4 view_matrix, vec3 vector) {
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return (view_matrix * vec4(vector, 1.0)).xyz;
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}
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vec3 vector_transform_world_to_screen(mat4 view_matrix, mat4 projection_matrix, vec3 vector) {
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vec3 vector_view = vector_transform_world_to_view(view_matrix, vector);
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return (projection_matrix * vec4(vector_view, 1.0)).xyz;
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}
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vec3 vector_transform_world_to_tangent(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
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vec3 vector_local = vector_transform_world_to_local(model_matrix, vector);
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return local_to_tangent_matrix * vector_local;
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}
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vec3 vector_transform_local_to_world(mat4 model_matrix, vec3 vector) {
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return (model_matrix * vec4(vector, 1.0)).xyz;
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}
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vec3 vector_transform_local_to_view(mat4 model_matrix, mat4 view_matrix, vec3 vector) {
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vec3 vector_world = vector_transform_local_to_world(model_matrix, vector);
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return (view_matrix * vec4(vector_world, 1.0)).xyz;
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}
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vec3 vector_transform_local_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 vector) {
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vec3 vector_view = vector_transform_local_to_view(model_matrix, view_matrix, vector);
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return (projection_matrix * vec4(vector_view, 1.0)).xyz;
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}
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vec3 vector_transform_local_to_tangent(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
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return local_to_tangent_matrix * vector;
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}
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vec3 vector_transform_view_to_world(mat4 inv_view_matrix, vec3 vector) {
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return (inv_view_matrix * vec4(vector, 1.0)).xyz;;
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}
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vec3 vector_transform_view_to_local(mat4 inv_view_matrix, mat4 model_matrix, vec3 vector) {
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vec3 vector_world = vector_transform_view_to_world(inv_view_matrix, vector);
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return vector_transform_world_to_local(model_matrix, vector_world);
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}
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vec3 vector_transform_view_to_screen(mat4 projection_matrix, vec3 vector) {
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return (projection_matrix * vec4(vector, 1.0)).xyz;
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}
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vec3 vector_transform_view_to_tangent(mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
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vec3 vector_local = vector_transform_view_to_local(inv_view_matrix, model_matrix, vector);
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return vector_transform_local_to_tangent(normal, binormal, tangent, vector_local);
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}
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vec3 vector_transform_screen_to_view(mat4 inv_projection_matrix, vec3 vector) {
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return (inv_projection_matrix * vec4(vector, 1.0)).xyz;;
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}
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vec3 vector_transform_screen_to_local(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 vector) {
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vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector);
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return vector_transform_view_to_local(inv_view_matrix, model_matrix, vector_view);
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}
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vec3 vector_transform_screen_to_world(mat4 inv_projection_matrix, mat4 inv_view_matrix, vec3 vector) {
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vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector);
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return vector_transform_view_to_world(inv_view_matrix, vector_view);
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}
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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) {
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mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
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vec3 vector_local = vector_transform_screen_to_local(inv_projection_matrix, inv_view_matrix, model_matrix, vector);
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return local_to_tangent_matrix * vector_local;
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}
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vec3 vector_transform_tangent_to_local(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
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return tangent_to_local_matrix * vector;
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}
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vec3 vector_transform_tangent_to_world(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
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vec3 vector_local = tangent_to_local_matrix * vector;
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return vector_transform_local_to_world(model_matrix, vector_local);
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}
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||||
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vec3 vector_transform_tangent_to_view(mat4 model_matrix, mat4 view_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
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vec3 vector_local = tangent_to_local_matrix * vector;
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return vector_transform_local_to_view(model_matrix, view_matrix, vector_local);
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}
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vec3 vector_transform_tangent_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
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vec3 vector_local = tangent_to_local_matrix * vector;
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return vector_transform_local_to_screen(model_matrix, view_matrix, projection_matrix, vector_local);
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}
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vec4 noise_sine_wave(vec4 input, vec2 min_max) {
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vec4 sin_in = sin(input);
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vec4 sin_in_offset = sin(input + 1.0);
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vec4 random_number = fract(sin((sin_in - sin_in_offset) * (12.9898 + 78.233)) * 43758.5453);
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float noise = mix(min_max.x, min_max.y, random_number.x);
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return sin_in + vec4(noise);
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}
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vec4 sawtooth_wave(vec4 input) {
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return 2. * (input - floor(.5 + input));
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}
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vec4 square_wave(vec4 input) {
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return 1. - 2. * round(fract(input));
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}
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vec4 triangle_wave(vec4 input) {
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return 2. * abs(2. * (input - floor(.5 + input))) - 1.;
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}
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@ -1,128 +0,0 @@
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@tool
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class_name VisualShaderNodeVectorTransform extends VisualShaderNodeCustom
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func _get_name() -> String:
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return "VectorTransform"
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func _get_category() -> String:
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return "Maths/Vector"
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func _get_description() -> String:
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return "Returns the transformed vector of the input value from one coordinate space to another."
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||||
func _get_return_icon_type() -> PortType:
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return PORT_TYPE_VECTOR_3D
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func _get_input_port_count() -> int:
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return 1
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||||
func _get_input_port_name(port: int) -> String:
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return "in"
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||||
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||||
func _get_input_port_type(port: int) -> PortType:
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return PORT_TYPE_VECTOR_3D
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||||
func _get_output_port_count() -> int:
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return 1
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||||
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||||
func _get_output_port_name(port: int) -> String:
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||||
return "out"
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||||
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||||
func _get_output_port_type(port: int) -> PortType:
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||||
return PORT_TYPE_VECTOR_3D
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||||
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||||
func _get_property_count() -> int:
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return 2
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||||
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||||
func _get_property_default_index(index: int) -> int:
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||||
match index:
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0:
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||||
return 0
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||||
_:
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||||
return 1
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||||
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||||
func _get_property_name(index: int) -> String:
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||||
match index:
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||||
0:
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||||
return "From"
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||||
_:
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||||
return "To"
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||||
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func _get_property_options(index: int) -> PackedStringArray:
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||||
return ["Local", "World", "View", "Screen", "Tangent"]
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func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
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return mode == Shader.MODE_SPATIAL
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||||
|
||||
func _get_global_code(mode: Shader.Mode) -> String:
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||||
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
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||||
|
||||
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
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||||
var code: String
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||||
var from_coord_space_index: int = get_option_index(0)
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||||
var to_coord_space_index: int = get_option_index(1)
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||||
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:
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||||
0:
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code = "%s = %s;" % [output_vars[0], input_vector]
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||||
1:
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||||
code = "%s = vector_transform_local_to_world(MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
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||||
2:
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||||
code = "%s = vector_transform_local_to_view(MODEL_MATRIX, VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
|
||||
3:
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code = "%s = vector_transform_local_to_screen(MODEL_MATRIX, VIEW_MATRIX, PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
|
||||
4:
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||||
code = "%s = vector_transform_local_to_tangent(NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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||||
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
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeAdjustmentContrast extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeAdjustmentContrast extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "Contrast"
|
||||
@ -47,7 +47,7 @@ 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/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:
|
||||
var input: String = "vec3(1.0)"
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeAdjustmentHue extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeAdjustmentHue extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "Hue"
|
||||
@ -59,7 +59,7 @@ func _get_property_options(index: int) -> PackedStringArray:
|
||||
return ["Degrees", "Normalize"]
|
||||
|
||||
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:
|
||||
var range_index: int = get_option_index(0)
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeAdjustmentReplaceColor extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeAdjustmentReplaceColor extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "ReplaceColor"
|
||||
@ -55,7 +55,7 @@ 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/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:
|
||||
var input: String = "vec3(1.0)"
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeAdjustmentSaturation extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeAdjustmentSaturation extends ShaderLib
|
||||
|
||||
|
||||
func _get_name() -> String:
|
||||
@ -48,7 +48,7 @@ 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/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:
|
||||
var input: String = "vec3(1.0)"
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeWhiteBalance extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeWhiteBalance extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "WhiteBalance"
|
||||
@ -49,7 +49,7 @@ 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/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:
|
||||
var input: String = "vec3(1.0)"
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeMaskColorMask extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeMaskColorMask extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "ColorMask"
|
||||
@ -53,7 +53,7 @@ func _get_output_port_type(port: int) -> PortType:
|
||||
return PORT_TYPE_VECTOR_4D
|
||||
|
||||
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:
|
||||
var input: String = "vec3(0.0)"
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeGeometryMeshNode extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeGeometryMeshNode extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "MeshNode"
|
||||
@ -42,7 +42,7 @@ func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
|
||||
return false
|
||||
|
||||
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:
|
||||
var code: String
|
61
addons/ShaderLib_v2_2_4/Maths/Maths.gdshaderinc
Normal file
61
addons/ShaderLib_v2_2_4/Maths/Maths.gdshaderinc
Normal file
@ -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.;
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeScalarSmoothMax extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeScalarSmoothMax extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "SmoothMax"
|
||||
@ -45,7 +45,7 @@ func _get_output_port_type(port: int) -> PortType:
|
||||
return PORT_TYPE_SCALAR
|
||||
|
||||
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:
|
||||
var a: String = input_vars[0]
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeScalarSmoothMin extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeScalarSmoothMin extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "SmoothMin"
|
||||
@ -45,7 +45,7 @@ func _get_output_port_type(port: int) -> PortType:
|
||||
return PORT_TYPE_SCALAR
|
||||
|
||||
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:
|
||||
var a: String = input_vars[0]
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeMathsChebyshevDistance extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeMathsChebyshevDistance extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "ChebyshevDistance"
|
||||
@ -66,7 +66,7 @@ func _get_property_options(index: int) -> PackedStringArray:
|
||||
return ["Vector2", "Vector3"]
|
||||
|
||||
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:
|
||||
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_3d(%s, %s, %s);" % [point_a, point_b, power]
|
||||
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeMathsManhattanDistance extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeMathsManhattanDistance extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "ManhattanDistance"
|
||||
@ -53,7 +53,7 @@ func _get_property_options(index: int) -> PackedStringArray:
|
||||
return ["Vector2", "Vector3"]
|
||||
|
||||
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:
|
||||
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_3d(%s, %s);" % [point_a, point_b]
|
||||
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeVectorProject extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeVectorProject extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "Project"
|
||||
@ -63,7 +63,7 @@ func _get_property_options(index: int) -> PackedStringArray:
|
||||
return ["Vector2", "Vector3"]
|
||||
|
||||
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:
|
||||
var vector_a: String = input_vars[0]
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeVectorProjectOnPlane extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeVectorProjectOnPlane extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "ProjectOnPlane"
|
||||
@ -36,7 +36,7 @@ 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/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:
|
||||
var vector_a: String = input_vars[0]
|
153
addons/ShaderLib_v2_2_4/Maths/Vector/VectorTransform.gd
Normal file
153
addons/ShaderLib_v2_2_4/Maths/Vector/VectorTransform.gd
Normal 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
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeMathsNoiseSineWave extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeMathsNoiseSineWave extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "NoiseSineWave"
|
||||
@ -87,7 +87,7 @@ func _get_property_options(index: int) -> PackedStringArray:
|
||||
return ["Vector1", "Vector2", "Vector3", "Vector4"]
|
||||
|
||||
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:
|
||||
var input: String
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeMathsSawtoothWave extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeMathsSawtoothWave extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "SawtoothWave"
|
||||
@ -71,7 +71,7 @@ func _get_property_options(index: int) -> PackedStringArray:
|
||||
return ["Vector1", "Vector2", "Vector3", "Vector4"]
|
||||
|
||||
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:
|
||||
var input: String
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeMathsSquareWave extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeMathsSquareWave extends ShaderLib
|
||||
|
||||
|
||||
func _get_name() -> String:
|
||||
@ -72,7 +72,7 @@ func _get_property_options(index: int) -> PackedStringArray:
|
||||
return ["Vector1", "Vector2", "Vector3", "Vector4"]
|
||||
|
||||
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:
|
||||
var input: String
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeMathsTriangleWave extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeMathsTriangleWave extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "TriangleWave"
|
||||
@ -70,7 +70,7 @@ func _get_property_options(index: int) -> PackedStringArray:
|
||||
return ["Vector1", "Vector2", "Vector3", "Vector4"]
|
||||
|
||||
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:
|
||||
var input: String
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeProceduralCheckerBoard extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeProceduralCheckerBoard extends ShaderLib
|
||||
|
||||
func _init() -> void:
|
||||
output_port_for_preview = 0
|
||||
@ -60,7 +60,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
|
||||
return PORT_TYPE_VECTOR_3D
|
||||
|
||||
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:
|
||||
var uv: String = "UV"
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeProceduralKochFractal extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeProceduralKochFractal extends ShaderLib
|
||||
|
||||
func _init() -> void:
|
||||
output_port_for_preview = 0
|
||||
@ -68,7 +68,7 @@ func _get_output_port_type(port: int) -> PortType:
|
||||
return PORT_TYPE_SCALAR
|
||||
|
||||
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:
|
||||
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]
|
||||
|
||||
return output_vars[0] + " = koch_fractal(%s, %s, %s, %s, %s, %s);" % [uv, thickness, iterations, width, height, output_vars[1]]
|
||||
|
65
addons/ShaderLib_v2_2_4/Procedural/HeightToNormal.gd
Normal file
65
addons/ShaderLib_v2_2_4/Procedural/HeightToNormal.gd
Normal 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]
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeProceduralGradientNoise extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeProceduralGradientNoise extends ShaderLib
|
||||
|
||||
func _init() -> void:
|
||||
output_port_for_preview = 0
|
||||
@ -52,7 +52,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
|
||||
return PORT_TYPE_SCALAR
|
||||
|
||||
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:
|
||||
var uv: String = "UV"
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeProceduralGyroidNoise extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeProceduralGyroidNoise extends ShaderLib
|
||||
|
||||
func _init() -> void:
|
||||
output_port_for_preview = 0
|
||||
@ -62,7 +62,7 @@ func _get_output_port_type(port: int) -> PortType:
|
||||
return PORT_TYPE_SCALAR
|
||||
|
||||
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:
|
||||
var uv: String = "UV"
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodePseudoRandomNoise extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodePseudoRandomNoise extends ShaderLib
|
||||
|
||||
func _init() -> void:
|
||||
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:
|
||||
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:
|
||||
return output_vars[0] + " = pseudo_random_noise(UV, %s);" % input_vars[0]
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeProceduralSimpleNoise extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeProceduralSimpleNoise extends ShaderLib
|
||||
|
||||
func _init() -> void:
|
||||
output_port_for_preview = 0
|
||||
@ -56,7 +56,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
|
||||
return PORT_TYPE_SCALAR
|
||||
|
||||
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:
|
||||
var uv: String = "UV"
|
@ -1,8 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeProceduralVoronoi extends VisualShaderNodeCustom
|
||||
|
||||
func _init() -> void:
|
||||
output_port_for_preview = 0
|
||||
class_name VisualShaderNodeProceduralVoronoi extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "Voronoi"
|
||||
@ -63,7 +60,7 @@ func _get_input_port_default_value(port: int) -> Variant:
|
||||
2:
|
||||
return 2.0
|
||||
3:
|
||||
return 2.0
|
||||
return 5.0
|
||||
_:
|
||||
return null
|
||||
_:
|
||||
@ -101,7 +98,7 @@ func _get_property_options(index: int) -> PackedStringArray:
|
||||
return ["Euclidean", "Manhattan", "Chebyshev"]
|
||||
|
||||
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:
|
||||
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 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 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]
|
@ -1,4 +1,4 @@
|
||||
#include "res://addons/ShaderLib/Maths/Maths.gdshaderinc"
|
||||
#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;
|
||||
@ -130,7 +130,7 @@ vec2 voronoi_random_vector(vec2 p) {
|
||||
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){
|
||||
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);
|
||||
@ -142,18 +142,31 @@ void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance
|
||||
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;
|
||||
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;
|
||||
@ -162,8 +175,33 @@ void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance
|
||||
}
|
||||
}
|
||||
|
||||
output = min_dist;
|
||||
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) {
|
||||
@ -229,4 +267,19 @@ float rounded_rectangle_shape(vec2 uv, float width, float height, float radius){
|
||||
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);
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeProceduralEllipse extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeProceduralEllipse extends ShaderLib
|
||||
|
||||
func _init() -> void:
|
||||
output_port_for_preview = 0
|
||||
@ -54,7 +54,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
|
||||
return PORT_TYPE_SCALAR
|
||||
|
||||
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:
|
||||
var uv: String = "UV"
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeProceduralPolygon extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeProceduralPolygon extends ShaderLib
|
||||
|
||||
func _init() -> void:
|
||||
output_port_for_preview = 0
|
||||
@ -60,7 +60,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
|
||||
return PORT_TYPE_SCALAR
|
||||
|
||||
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:
|
||||
var uv: String = "UV"
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeProceduralRectangle extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeProceduralRectangle extends ShaderLib
|
||||
|
||||
func _init() -> void:
|
||||
output_port_for_preview = 0
|
||||
@ -54,7 +54,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
|
||||
return PORT_TYPE_SCALAR
|
||||
|
||||
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:
|
||||
var uv: String = "UV"
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeProceduralRoundedPolygon extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeProceduralRoundedPolygon extends ShaderLib
|
||||
|
||||
func _init() -> void:
|
||||
output_port_for_preview = 0
|
||||
@ -61,7 +61,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
|
||||
return PORT_TYPE_SCALAR
|
||||
|
||||
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:
|
||||
var uv: String = "UV"
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeProceduralRoundedRectangle extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeProceduralRoundedRectangle extends ShaderLib
|
||||
|
||||
func _init() -> void:
|
||||
output_port_for_preview = 0
|
||||
@ -58,7 +58,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
|
||||
return PORT_TYPE_SCALAR
|
||||
|
||||
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:
|
||||
var uv: String = "UV"
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeRayMarch extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeRayMarch extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "RayMarch"
|
||||
@ -183,7 +183,7 @@ func _get_output_port_type(port: int) -> PortType:
|
||||
return PORT_TYPE_SCALAR
|
||||
|
||||
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:
|
||||
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 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]
|
||||
|
3
addons/ShaderLib_v2_2_4/ShaderLib.gd
Normal file
3
addons/ShaderLib_v2_2_4/ShaderLib.gd
Normal file
@ -0,0 +1,3 @@
|
||||
class_name ShaderLib extends VisualShaderNodeCustom
|
||||
|
||||
var version: String = "v2_2_4"
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeUVFlipbook extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeUVFlipbook extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "Flipbook"
|
||||
@ -57,7 +57,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
|
||||
return PORT_TYPE_VECTOR_2D
|
||||
|
||||
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:
|
||||
match mode:
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeUVParallaxMapping extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeUVParallaxMapping extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "ParallaxMapping"
|
||||
@ -55,7 +55,7 @@ func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
|
||||
return false
|
||||
|
||||
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:
|
||||
var height_map: String = input_vars[0]
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeUVRadialShear extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeUVRadialShear extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "RadialShear"
|
||||
@ -57,7 +57,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
|
||||
return PORT_TYPE_VECTOR_2D
|
||||
|
||||
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:
|
||||
var uv: String
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeUVRotate extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeUVRotate extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "Rotate"
|
||||
@ -65,7 +65,7 @@ func _get_property_options(index: int) -> PackedStringArray:
|
||||
return ["Degrees", "Radians"]
|
||||
|
||||
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:
|
||||
var uv: String
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeUVSpherize extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeUVSpherize extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "Spherize"
|
||||
@ -57,7 +57,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
|
||||
return PORT_TYPE_VECTOR_2D
|
||||
|
||||
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:
|
||||
var uv: String
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeUVSwirl extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeUVSwirl extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "Swirl"
|
||||
@ -57,7 +57,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
|
||||
return PORT_TYPE_VECTOR_2D
|
||||
|
||||
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:
|
||||
var uv: String
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeUVTilingAndOffset extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeUVTilingAndOffset extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "TilingAndOffset"
|
@ -1,5 +1,5 @@
|
||||
@tool
|
||||
class_name VisualShaderNodeUVTwirl extends VisualShaderNodeCustom
|
||||
class_name VisualShaderNodeUVTwirl extends ShaderLib
|
||||
|
||||
func _get_name() -> String:
|
||||
return "Twirl"
|
||||
@ -57,7 +57,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
|
||||
return PORT_TYPE_VECTOR_2D
|
||||
|
||||
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:
|
||||
var uv: String
|
@ -56,6 +56,7 @@ For example if you want to rotate UV in your **_.gdshader_** file, you can use `
|
||||
<h2>Procedural nodes</h2>
|
||||
|
||||
<h4><a href="/documentation/Nodes/Procedural/CheckerBoard.md"> Checker Board node</a></h4>
|
||||
<h4><a href="/documentation/Nodes/Procedural/HeightToNormal.md"> Height To Normal node</a></h4>
|
||||
|
||||
<h3> Fractals</h3>
|
||||
|
||||
|
@ -10,6 +10,7 @@ Returns the transformed vector of the input value <i><b>in</b></i> from one coor
|
||||
**Controls**
|
||||
|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|
|
||||
|To|Local, World, View, Screen, Tangent|Coordinate space to which you want to transform the input vector|
|
||||
|
||||
|
29
documentation/Nodes/Procedural/HeightToNormal.md
Normal file
29
documentation/Nodes/Procedural/HeightToNormal.md
Normal file
@ -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|
|
||||
___
|
@ -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`
|
||||
|
||||
**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**
|
||||
|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|
|
||||
|cell_density|float|Density of generated cells|
|
||||
|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|
|
||||
|output|out float|Output noise value|
|
||||
|cells|out float|Output raw cell data|
|
||||
___
|
@ -12,5 +12,5 @@ config_version=5
|
||||
|
||||
config/name="Godot-shader-lib"
|
||||
config/tags=PackedStringArray("addons")
|
||||
config/features=PackedStringArray("4.2", "Forward Plus")
|
||||
config/features=PackedStringArray("4.3", "Forward Plus")
|
||||
config/icon="res://icons/icon.png"
|
||||
|
Reference in New Issue
Block a user