@tool class_name VisualShaderNodeAdjustmentSaturation extends ShaderLib func _get_name() -> String: return "Saturation" func _get_category() -> String: return "Artistic/Adjustment" func _get_description() -> String: return "Adjusts the saturation of input \"in\" by the amount of input \"saturation\"." 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 "saturation" 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: 0: return Vector3(1.0, 1.0, 1.0) _: return 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_global_code(mode: Shader.Mode) -> String: return "#include \"res://addons/ShaderLib_%s/Artistic/Artistic.gdshaderinc\"" % [version] func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: var input: String = "vec3(1.0)" if input_vars[0]: input = input_vars[0] var saturation = input_vars[1] return output_vars[0] + " = saturation(%s, %s);" % [input, saturation]