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adjust_hsv node.
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@ -147,7 +147,7 @@ static func absv2(v : Vector2) -> Vector2:
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static func absv3(v : Vector3) -> Vector3:
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v.x = abs(v.x)
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v.y = abs(v.y)
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v.z = abs(v.y)
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v.z = abs(v.z)
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return v
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@ -9,16 +9,6 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#main node methods: adjust_hsv, brightness_contrast
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#vec3 rgb_to_hsv(vec3 c) {
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# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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# vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
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# vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
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#
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# float d = q.x - min(q.w, q.y);
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# float e = 1.0e-10;
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# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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#}
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#----------------------
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#colorize.mmg
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#Remaps a greyscale image to a custom gradient
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@ -4188,6 +4178,17 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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# }
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# ],
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#vec3 rgb_to_hsv(vec3 c) {
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# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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# vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
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# vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
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#
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# float d = q.x - min(q.w, q.y);
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# float e = 1.0e-10;
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# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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#}
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static func rgb_to_hsv(c : Vector3) -> Vector3:
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var K : Color = Color(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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@ -4240,11 +4241,11 @@ static func hsv_to_rgb(c : Vector3) -> Vector3:
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static func adjust_hsv(color : Color, hue : float, saturation : float, value : float) -> Color:
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var hsv : Vector3 = rgb_to_hsv(Vector3(color.r, color.g, color.b));
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var x : float = Commons.fract(hsv.x + hue)
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var y : float = clamp(hsv.y * saturation, 0.0, 1.0)
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var z : float = clamp(hsv.z * value, 0.0, 1.0)
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hsv.x += hue
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hsv.y = clamp(hsv.y * saturation, 0.0, 1.0)
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hsv.z = clamp(hsv.z * value, 0.0, 1.0)
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var h : Vector3 = hsv_to_rgb(Vector3(x, y, z))
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var h : Vector3 = hsv_to_rgb(hsv)
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return Color(h.x, h.y, h.z, color.a);
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75
game/addons/mat_maker_gd/nodes/filter/adjust_hsv.gd
Normal file
75
game/addons/mat_maker_gd/nodes/filter/adjust_hsv.gd
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@ -0,0 +1,75 @@
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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 hue : float = 0
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export(float) var saturation : float = 1
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export(float) var value : 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_hue", "set_hue", "Hue", 0.01)
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mm_graph_node.add_slot_float("get_saturation", "set_saturation", "Saturation", 0.01)
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mm_graph_node.add_slot_float("get_value", "set_value", "Value", 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.adjust_hsv(c, hue, saturation, value)
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#hue
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func get_hue() -> float:
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return hue
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func set_hue(val : float) -> void:
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hue = val
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set_dirty(true)
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#saturation
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func get_saturation() -> float:
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return saturation
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func set_saturation(val : float) -> void:
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saturation = val
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set_dirty(true)
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#value
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func get_value() -> float:
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return value
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func set_value(val : float) -> void:
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value = val
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set_dirty(true)
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