@tool class_name VisualShaderNodeProceduralVoronoi extends VisualShaderNodeCustom func _init() -> void: _set_input_port_default_value(1, 5.0) _set_input_port_default_value(2, 2.0) output_port_for_preview = 0 func _get_name() -> String: return "Voronoi" func _get_category() -> String: return "Procedural/Noise" func _get_description() -> String: return "Generates a Voronoi or Worley noise based on input UV." func _get_return_icon_type() -> VisualShaderNode.PortType: return PORT_TYPE_SCALAR func _get_input_port_count() -> int: return 3 func _get_input_port_name(port: int) -> String: match port: 0: return "uv" 1: return "cell density" 2: return "angle offset" return "" func _get_input_port_type(port: int) -> VisualShaderNode.PortType: match port: 0: return PORT_TYPE_VECTOR_2D 1, 2: return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR func _get_output_port_count() -> int: return 2 func _get_output_port_name(port: int) -> String: match port: 0: return "output" 1: return "cells" return "" func _get_output_port_type(port: int) -> VisualShaderNode.PortType: return PORT_TYPE_SCALAR func _get_global_code(mode: Shader.Mode) -> String: var code: String = preload("Voronoi.gdshaderinc").code return code 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[0]: uv = input_vars[0] var cell_density: String = input_vars[1] var angle_offset: String = input_vars[2] var output: String = output_vars[0] var cells: String = output_vars[1] return "voronoi_noise(%s,%s, %s, %s, %s);" % [uv, cell_density, angle_offset, output, cells]