Invert node.

This commit is contained in:
Relintai 2021-10-26 22:56:10 +02:00
parent 77d2e64fe1
commit 713fcfb490
2 changed files with 49 additions and 19 deletions

View File

@ -585,24 +585,13 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
#invert.mmg
#A filter that inverts the R, G, and B channels of its input while keeping the A channel unchanged
# "inputs": [
# {
# "default": "vec4(1.0, 1.0, 1.0, 1.0)",
# "label": "",
# "longdesc": "The input image",
# "name": "in",
# "shortdesc": "Input",
# "type": "rgba"
# }
# ],
# "outputs": [
# {
# "longdesc": "Shows the inverted image",
# "rgba": "vec4(vec3(1.0)-$in($uv).rgb, $in($uv).a)",
# "shortdesc": "Output",
# "type": "rgba"
# }
# ],
#Outputs:
#Output - (rgba)
#vec4(vec3(1.0)-$in($uv).rgb, $in($uv).a)
#Inputs:
#input, rgba, default vec4(1.0, 1.0, 1.0, 1.0)
#----------------------
#normal_map.mmg
@ -4311,7 +4300,6 @@ static func grayscale_luminosity(c : Vector3) -> float:
static func invert(color : Color) -> Color:
return Color(1.0 - color.r, 1.0 - color.g, 1.0 - color.b, color.a);
#vec3 blend_normal(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\t
# return opacity*c1 + (1.0-opacity)*c2;\n
#}

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@ -0,0 +1,42 @@
tool
extends MMNode
var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
var Filter = preload("res://addons/mat_maker_gd/nodes/common/filter.gd")
export(Resource) var image : Resource
export(Resource) var input : Resource
func _init_properties():
if !input:
input = MMNodeUniversalProperty.new()
input.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_COLOR
input.set_default_value(Color(0, 0, 0, 1))
input.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
input.slot_name = ">>> Input1 "
if !image:
image = MMNodeUniversalProperty.new()
image.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
#image.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_FLOAT
image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
#image.force_override = true
register_input_property(input)
register_output_property(image)
func _register_methods(mm_graph_node) -> void:
mm_graph_node.add_slot_label_universal(input)
mm_graph_node.add_slot_texture_universal(image)
func _render(material) -> void:
var img : Image = render_image(material)
image.set_value(img)
func get_value_for(uv : Vector2, pseed : int) -> Color:
var c : Color = input.get_value(uv)
return Filter.invert(c)