@tool class_name VisualShaderNodeUVFlipbook extends VisualShaderNodeCustom func _init() -> void: set_input_port_default_value(1, 1) set_input_port_default_value(2, 1) set_input_port_default_value(3, 0) set_input_port_default_value(4, 0) set_input_port_default_value(5, 0.1) set_output_port_for_preview(0) func _get_name() -> String: return "Flipbook" func _get_category() -> String: return "UV" func _get_description() -> String: return "Creates a flipbook, or texture sheet animation, of the UVs supplied to input UV." func _get_return_icon_type() -> VisualShaderNode.PortType: return PORT_TYPE_VECTOR_2D func _get_input_port_count() -> int: return 6 func _get_input_port_name(port: int) -> String: match port: 0: return "uv" 1: return "rows" 2: return "columns" 3: return "start frame" 4: return "end frame" 5: return "anim speed" return "" func _get_input_port_type(port: int) -> VisualShaderNode.PortType: match port: 0: return PORT_TYPE_VECTOR_2D 1, 2, 3, 4: return PORT_TYPE_SCALAR_INT 5: return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR func _get_output_port_count() -> int: return 1 func _get_output_port_name(port: int) -> String: return "uv" func _get_output_port_type(port: int) -> VisualShaderNode.PortType: return PORT_TYPE_VECTOR_2D func _get_global_code(mode: Shader.Mode) -> String: var code: String = preload("FlipbookUV.gdshaderinc").code return code func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool: match mode: 0, 1: return true _: return false func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: var uv: String match mode: 0, 1: uv = "UV" _: uv = "vec2(0.0)" if input_vars[0]: uv = input_vars[0] var rows: String = input_vars[1] var columns: String = input_vars[2] var start_frame: String = input_vars[3] var end_frame: String = input_vars[4] var anim_speed: String = input_vars[5] return output_vars[0] + " = flipbook_uv(%s, %s, %s, %s, %s, %s);" % [uv, rows, columns, start_frame, end_frame, anim_speed]