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godot-4.1
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.github/FUNDING.yml
vendored
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.github/FUNDING.yml
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# These are supported funding model platforms
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github: DigvijaysinhGohil
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patreon: DigvijaysinhG
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open_collective: # Replace with a single Open Collective username
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ko_fi: # Replace with a single Ko-fi username
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tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
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community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
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liberapay: # Replace with a single Liberapay username
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issuehunt: # Replace with a single IssueHunt username
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otechie: # Replace with a single Otechie username
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lfx_crowdfunding: # Replace with a single LFX Crowdfunding project-name e.g., cloud-foundry
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custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2']
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LICENSE
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LICENSE
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MIT License
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Copyright (c) 2023 Digvijaysinh Gohil
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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@ -1,7 +1,10 @@
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# Godot-Shader-Lib
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# Godot-Shader-Lib
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Visual shader node library for Godot engine. The addon supports Godot versions 4.x!
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Visual shader node library for Godot engine. The addon supports Godot versions 4.1.0 and above!
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Adds various extra nodes to use in built-in visual shader editor.
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Adds various extra nodes to use in built-in visual shader editor.
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## This version is now deprecated and is no longer supported.
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# Installation
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# Installation
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Copy the contents of **_addons/ShaderLib_** into the same folder in your project. No activation needed. Custom visual shader nodes work the same way as standard visual shader nodes.
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Copy the contents of **_addons/ShaderLib_** into the same folder in your project. No activation needed. Custom visual shader nodes work the same way as standard visual shader nodes.
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@ -294,7 +297,7 @@ Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>,
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<details>
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<details>
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<summary><h3>Flipbook node</h3></summary>
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<summary><h3>Flipbook node</h3></summary>
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Creates a flipbook, or texture sheet animation, of the UVs supplied to input UV. The amount of tiles on the sheet are defined by the values of the inputs <b><i>rows</i></b> and <b><i>columns</i></b>.
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Creates a flipbook, or texture sheet animation, of the UVs supplied to input UV. The amount of tiles on the sheet are defined by the values of the inputs <b><i>rows</i></b> and <b><i>columns</i></b>.
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This node can be used to create a texture animation functionality, commonly used for particle effects and sprites.<br><br><i>This node is only available in shader modes SPATIAL and CANVAS ITEM.</i>
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This node can be used to create a texture animation functionality, commonly used for particle effects and sprites. Animation frames will go from top left to bottom right.<br><br><i>This node is only available in shader modes SPATIAL and CANVAS ITEM.</i>
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<hr>
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<hr>
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**Inputs**
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**Inputs**
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@ -303,8 +306,6 @@ This node can be used to create a texture animation functionality, commonly used
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|uv|vec2|UV|Input UV value|
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|uv|vec2|UV|Input UV value|
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|rows|int|none|Amount of horizontal tiles in texture sheet|
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|rows|int|none|Amount of horizontal tiles in texture sheet|
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|columns|int|none|Amount of vertical tiles in texture sheet|
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|columns|int|none|Amount of vertical tiles in texture sheet|
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|start frame|int|none|Start tile index texture sheet|
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|end frame|int|none|End tile index texture sheet|
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|anim speed|float|none|Animation speed|
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|anim speed|float|none|Animation speed|
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**Outputs**
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**Outputs**
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@ -4,9 +4,7 @@ class_name VisualShaderNodeUVFlipbook extends VisualShaderNodeCustom
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func _init() -> void:
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func _init() -> void:
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set_input_port_default_value(1, 1)
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set_input_port_default_value(1, 1)
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set_input_port_default_value(2, 1)
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set_input_port_default_value(2, 1)
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set_input_port_default_value(3, 0)
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set_input_port_default_value(3, 0.1)
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set_input_port_default_value(4, 0)
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set_input_port_default_value(5, 0.1)
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set_output_port_for_preview(0)
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set_output_port_for_preview(0)
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@ -23,7 +21,7 @@ func _get_return_icon_type() -> VisualShaderNode.PortType:
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return PORT_TYPE_VECTOR_2D
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return PORT_TYPE_VECTOR_2D
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func _get_input_port_count() -> int:
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func _get_input_port_count() -> int:
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return 6
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return 4
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func _get_input_port_name(port: int) -> String:
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func _get_input_port_name(port: int) -> String:
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match port:
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match port:
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@ -34,10 +32,6 @@ func _get_input_port_name(port: int) -> String:
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2:
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2:
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return "columns"
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return "columns"
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3:
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3:
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return "start frame"
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4:
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return "end frame"
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5:
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return "anim speed"
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return "anim speed"
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return ""
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return ""
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@ -45,9 +39,9 @@ func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
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match port:
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match port:
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0:
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0:
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return PORT_TYPE_VECTOR_2D
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return PORT_TYPE_VECTOR_2D
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1, 2, 3, 4:
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1, 2:
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return PORT_TYPE_SCALAR_INT
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return PORT_TYPE_SCALAR_INT
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5:
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3:
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return PORT_TYPE_SCALAR
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return PORT_TYPE_SCALAR
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return PORT_TYPE_SCALAR
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return PORT_TYPE_SCALAR
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@ -85,8 +79,6 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
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var rows: String = input_vars[1]
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var rows: String = input_vars[1]
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var columns: String = input_vars[2]
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var columns: String = input_vars[2]
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var start_frame: String = input_vars[3]
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var anim_speed: String = input_vars[3]
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var end_frame: String = input_vars[4]
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var anim_speed: String = input_vars[5]
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return output_vars[0] + " = flipbook_uv(%s, %s, %s, %s, %s, %s);" % [uv, rows, columns, start_frame, end_frame, anim_speed]
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return output_vars[0] + " = flipbook_uv(%s, %s, %s, %s);" % [uv, rows, columns, anim_speed]
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vec2 flipbook_uv(vec2 uv, int rows, int columns, int start_frame, int end_frame, float anim_speed){
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vec2 flipbook_uv(vec2 uv, int rows, int columns, float anim_speed){
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int start_frame = 1;
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int end_frame = rows * columns;
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start_frame += int(fract(TIME * anim_speed) * float(end_frame));
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start_frame += int(fract(TIME * anim_speed) * float(end_frame));
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float _frame = float(clamp(start_frame, 0, end_frame));
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float _frame = float(clamp(start_frame, 0, end_frame));
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vec2 _off_per_frame = vec2((1.0 / float(columns)), (1.0 / float(rows)));
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vec2 _off_per_frame = vec2((1.0 / float(columns)), (1.0 / float(rows)));
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@ -7,7 +9,7 @@ vec2 flipbook_uv(vec2 uv, int rows, int columns, int start_frame, int end_frame,
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_current_sprite.x += _frame * _off_per_frame.x;
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_current_sprite.x += _frame * _off_per_frame.x;
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float _row_index;
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float _row_index;
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float _mod = modf(_frame / float(columns), _row_index);
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float _mod = modf(_frame / float(columns), _row_index);
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_current_sprite.y -= _row_index * _off_per_frame.y;
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_current_sprite.y -= 1.0 - (_row_index * _off_per_frame.y);
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_current_sprite.x -= _row_index * float(columns) * _off_per_frame.x;
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_current_sprite.x -= _row_index * float(columns) * _off_per_frame.x;
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vec2 _sprite_uv = (_sprite_size + _current_sprite);
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vec2 _sprite_uv = (_sprite_size + _current_sprite);
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return _sprite_uv;
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return _sprite_uv;
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