@tool class_name VisualShaderNodeProceduralCheckerBoard extends ShaderLib func _init() -> void: output_port_for_preview = 0 func _get_name() -> String: return "CheckerBoard" func _get_category() -> String: return "Procedural" func _get_description() -> String: return "Generates a checkerboard of alternating colors between inputs Color A and Color B based on input UV." func _get_return_icon_type() -> VisualShaderNode.PortType: return PORT_TYPE_VECTOR_3D func _get_input_port_count() -> int: return 4 func _get_input_port_name(port: int) -> String: match port: 0: return "uv" 1: return "color A" 2: return "color B" 3: return "frequency" return "" func _get_input_port_type(port: int) -> VisualShaderNode.PortType: match port: 0, 3: return PORT_TYPE_VECTOR_2D 1, 2: return PORT_TYPE_VECTOR_3D return PORT_TYPE_SCALAR func _get_input_port_default_value(port: int) -> Variant: match port: 1: return Vector3(1.0, 1.0, 1.0) 2: return Vector3(0.4, 0.4, 0.4) 3: return Vector2(1.0, 1.0) _: return null func _get_output_port_count() -> int: return 1 func _get_output_port_name(port: int) -> String: return "output" func _get_output_port_type(port: int) -> VisualShaderNode.PortType: return PORT_TYPE_VECTOR_3D func _get_global_code(mode: Shader.Mode) -> String: return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version] 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 color_a: String = input_vars[1] var color_b: String = input_vars[2] var frequency: String = input_vars[3] return output_vars[0] + " = checker_board(%s, %s.xyz, %s.xyz, %s);" % [uv, color_a, color_b, frequency]