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brightness_contrast node.
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@ -4256,14 +4256,15 @@ static func adjust_hsv(color : Color, hue : float, saturation : float, value : f
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#output: vec4(clamp($in($uv).rgb*$contrast+vec3($brightness)+0.5-$contrast*0.5, vec3(0.0), vec3(1.0)), $in($uv).a)
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#output: vec4(clamp($in($uv).rgb*$contrast+vec3($brightness)+0.5-$contrast*0.5, vec3(0.0), vec3(1.0)), $in($uv).a)
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static func brightness_contrast(color : Color, brightness : float, contrast : float) -> Color:
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static func brightness_contrast(color : Color, brightness : float, contrast : float) -> Color:
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var bv : Vector3 = Vector3(brightness, brightness, brightness)
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#output: vec4(clamp( $in($uv).rgb*$contrast + vec3($brightness) + 0.5 - $contrast*0.5, vec3(0.0), vec3(1.0)), $in($uv).a)
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var cvv : Vector3 = Vector3(color.r * contrast, color.g * contrast, color.b * contrast)
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var cv : Vector3 = cvv + bv + Vector3(0.5, 0.5, 0.5) - (Vector3(contrast, contrast, contrast) * 0.5)
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var cvv : Vector3 = Vector3(color.r, color.g, color.b) * contrast
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var cv : Vector3 = cvv + Vector3(brightness, brightness, brightness) + Vector3(0.5, 0.5, 0.5) - Vector3(contrast, contrast, contrast) * 0.5
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var v : Vector3 = Commons.clampv3(cv, Vector3(), Vector3(1, 1, 1))
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var v : Vector3 = Commons.clampv3(cv, Vector3(), Vector3(1, 1, 1))
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return Color(v.x, v.y, v.z, 1);
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return Color(v.x, v.y, v.z, color.a);
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#greyscale
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#greyscale
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64
game/addons/mat_maker_gd/nodes/filter/brightness_contrast.gd
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64
game/addons/mat_maker_gd/nodes/filter/brightness_contrast.gd
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@ -0,0 +1,64 @@
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tool
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extends MMNode
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var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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var Filter = preload("res://addons/mat_maker_gd/nodes/common/filter.gd")
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export(Resource) var image : Resource
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export(Resource) var input : Resource
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export(float) var brightness : float = 0
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export(float) var contrast : float = 1
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func _init_properties():
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if !input:
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input = MMNodeUniversalProperty.new()
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input.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_COLOR
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input.set_default_value(Color(0, 0, 0, 1))
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input.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
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input.slot_name = ">>> Input1 "
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if !image:
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image = MMNodeUniversalProperty.new()
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image.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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#image.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_FLOAT
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image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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#image.force_override = true
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register_input_property(input)
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register_output_property(image)
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func _register_methods(mm_graph_node) -> void:
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mm_graph_node.add_slot_label_universal(input)
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mm_graph_node.add_slot_texture_universal(image)
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mm_graph_node.add_slot_float("get_brightness", "set_brightness", "Brightness", 0.01)
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mm_graph_node.add_slot_float("get_contrast", "set_contrast", "Contrast", 0.01)
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func _render(material) -> void:
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var img : Image = render_image(material)
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image.set_value(img)
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func get_value_for(uv : Vector2, pseed : int) -> Color:
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var c : Color = input.get_value(uv)
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return Filter.brightness_contrast(c, brightness, contrast)
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#brightness
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func get_brightness() -> float:
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return brightness
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func set_brightness(val : float) -> void:
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brightness = val
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set_dirty(true)
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#contrast
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func get_contrast() -> float:
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return contrast
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func set_contrast(val : float) -> void:
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contrast = val
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set_dirty(true)
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