@tool class_name VisualShaderNodeMathsSawtoothWave extends VisualShaderNodeCustom func _get_name() -> String: return "SawtoothWave" func _get_category() -> String: return "Maths/Wave" func _get_description() -> String: return "Returns a sawtooth wave from the value of input in. Resulting output values will be between -1 and 1." func _get_return_icon_type() -> VisualShaderNode.PortType: var vector_index: int = get_option_index(0) match vector_index: 0: return PORT_TYPE_SCALAR 1: return PORT_TYPE_VECTOR_2D 2: return PORT_TYPE_VECTOR_3D _: return PORT_TYPE_VECTOR_4D 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) -> VisualShaderNode.PortType: var vector_index: int = get_option_index(0) match vector_index: 0: return PORT_TYPE_SCALAR 1: return PORT_TYPE_VECTOR_2D 2: return PORT_TYPE_VECTOR_3D _: return PORT_TYPE_VECTOR_4D 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) -> VisualShaderNode.PortType: var vector_index: int = get_option_index(0) match vector_index: 0: return PORT_TYPE_SCALAR 1: return PORT_TYPE_VECTOR_2D 2: return PORT_TYPE_VECTOR_3D _: return PORT_TYPE_VECTOR_4D 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 "" func _get_property_options(index: int) -> PackedStringArray: return ["Vector1", "Vector2", "Vector3", "Vector4"] func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: var input: String var vector_index: int = get_option_index(0) match vector_index: 0: input = "0.0" 1: input = "vec2(0.0)" 2: input = "vec3(0.0)" _: input = "vec4(0.0)" if input_vars[0]: input = input_vars[0] return output_vars[0] + " = 2.0 * (%s - floor(0.5 + %s));" % [input, input]