@tool class_name VisualShaderNodeAdjustmentHue extends VisualShaderNodeCustom func _get_name() -> String: return "Hue" func _get_category() -> String: return "Artistic/Adjustment" func _get_description() -> String: return "Offsets the hue of input in by the amount of input offset." func _get_return_icon_type() -> PortType: return PORT_TYPE_VECTOR_3D func _get_input_port_count() -> int: return 2 func _get_input_port_name(port: int) -> String: match port: 0: return "in" _: return "offset" func _get_input_port_type(port: int) -> PortType: match port: 0: return PORT_TYPE_VECTOR_3D _: return PORT_TYPE_SCALAR func _get_input_port_default_value(port: int) -> Variant: match port: 1: return 0.0 _: return Vector3(1.0, 1.0, 1.0) func _get_output_port_count() -> int: return 1 func _get_output_port_name(port: int) -> String: return "out" func _get_output_port_type(port: int) -> PortType: return PORT_TYPE_VECTOR_3D func _get_property_count() -> int: return 1 func _get_property_default_index(index: int) -> int: return 0 func _get_property_name(index: int) -> String: return "Range" func _get_property_options(index: int) -> PackedStringArray: return ["Degrees", "Normalize"] func _get_global_code(mode: Shader.Mode) -> String: return "#include \"res://addons/ShaderLib/Artistic/Artistic.gdshaderinc\"" func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: var range_index: int = get_option_index(0) var input: String = "vec3(1.0)" var offset: String = input_vars[1] if input_vars[0]: input = input_vars[0] return output_vars[0] + " = hue(%s, %s, %s);" % [input, offset, range_index]