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Fill_to_random_grey node for mat_maker_gd.
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game/addons/mat_maker_gd/nodes/filter/fill_to_random_grey.gd
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60
game/addons/mat_maker_gd/nodes/filter/fill_to_random_grey.gd
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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 Fills = preload("res://addons/mat_maker_gd/nodes/common/fills.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 edge_color : 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 = ">>> Input "
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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_edge_color", "set_edge_color", "Edge color", 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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#vec4 $(name_uv)_bb = $in($uv);
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var c : Color = input.get_value(uv)
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#mix($edgecolor, rand(vec2(float($seed), rand(vec2(rand($(name_uv)_bb.xy), rand($(name_uv)_bb.zw))))), step(0.0000001, dot($(name_uv)_bb.zw, vec2(1.0))))
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var r1 : float = Commons.rand(Vector2(c.r, c.g))
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var r2 : float = Commons.rand(Vector2(c.b, c.a))
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var s : float = Commons.step(0.0000001, Vector2(c.b, c.a).dot(Vector2(1, 1)))
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var f : float = lerp(edge_color, Commons.rand(Vector2(1.0 / float(pseed), Commons.rand(Vector2(r1, r2)))), s)
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return Color(f, f, f, 1)
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#edge_color
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func get_edge_color() -> float:
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return edge_color
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func set_edge_color(val : float) -> void:
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edge_color = val
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set_dirty(true)
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