Removed a few unneeded classes.

This commit is contained in:
Relintai 2021-10-18 11:01:38 +02:00
parent c9edde9ef9
commit e036935e4b
4 changed files with 0 additions and 406 deletions

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tool
extends MMNode
var Gradients = preload("res://addons/mat_maker_gd/nodes/common/gradients.gd")
var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
var image : Image
var tex : ImageTexture
export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1)
export(Vector2) var bmax : Vector2 = Vector2(1, 1)
export(bool) var refresh setget reff,reffg
#class TGEntry:
# var pos : float
# var r : float
# var g : float
# var b : float
# var a : float
var p_o95415_repeat = 1.000000000;
var p_o95415_gradient_0_pos = 0.000000000;
var p_o95415_gradient_0_r = 0.000000000;
var p_o95415_gradient_0_g = 0.000000000;
var p_o95415_gradient_0_b = 0.000000000;
var p_o95415_gradient_0_a = 1.000000000;
var p_o95415_gradient_1_pos = 0.490909091;
var p_o95415_gradient_1_r = 1.000000000;
var p_o95415_gradient_1_g = 0.000000000;
var p_o95415_gradient_1_b = 0.000000000;
var p_o95415_gradient_1_a = 1.000000000;
var p_o95415_gradient_2_pos = 1.000000000;
var p_o95415_gradient_2_r = 1.000000000;
var p_o95415_gradient_2_g = 1.000000000;
var p_o95415_gradient_2_b = 1.000000000;
var p_o95415_gradient_2_a = 1.000000000;
func gen() -> void:
if !image:
image = Image.new()
image.create(300, 300, false, Image.FORMAT_RGBA8)
if !tex:
tex = ImageTexture.new()
# var bmin : Vector2 = Vector2(0.1, 0.1)
# var bmax : Vector2 = Vector2(1, 1)
var data : PoolRealArray = PoolRealArray()
data.resize(15)
var i : int = 0
data[i + 0] = p_o95415_gradient_0_pos
data[i + 1] = p_o95415_gradient_0_r
data[i + 2] = p_o95415_gradient_0_g
data[i + 3] = p_o95415_gradient_0_b
data[i + 4] = p_o95415_gradient_0_a
i += 5
data[i + 0] = p_o95415_gradient_1_pos
data[i + 1] = p_o95415_gradient_1_r
data[i + 2] = p_o95415_gradient_1_g
data[i + 3] = p_o95415_gradient_1_b
data[i + 4] = p_o95415_gradient_1_a
i += 5
data[i + 0] = p_o95415_gradient_2_pos
data[i + 1] = p_o95415_gradient_2_r
data[i + 2] = p_o95415_gradient_2_g
data[i + 3] = p_o95415_gradient_2_b
data[i + 4] = p_o95415_gradient_2_a
image.lock()
var w : float = image.get_width()
var h : float = image.get_width()
var pseed : float = randf() + randi()
for x in range(image.get_width()):
for y in range(image.get_height()):
var uv : Vector2 = Vector2(x / w, y / h)
#branchless fix for division by zero
uv.y += 0.000001
# var col : Color = Gradients.gradient_type_1_orig(Commons.fractf(p_o95415_repeat * 0.15915494309 * atan((uv.x - 0.5) / (uv.y - 0.5))));
# var col : Color = Gradients.gradient_type_2_orig(Commons.fractf(p_o95415_repeat * 0.15915494309 * atan((uv.x - 0.5) / (uv.y - 0.5))));
# var col : Color = Gradients.gradient_type_3_orig(Commons.fractf(p_o95415_repeat * 0.15915494309 * atan((uv.x - 0.5) / (uv.y - 0.5))));
# var col : Color = Gradients.gradient_type_4_orig(Commons.fractf(p_o95415_repeat * 0.15915494309 * atan((uv.x - 0.5) / uv.y - 0.5)));
var col : Color = Gradients.circular_gradient_type_1(uv, p_o95415_repeat, data);
image.set_pixel(x, y, col)
image.unlock()
tex.create_from_image(image)
# texture = tex
func reffg():
return false
func reff(bb):
if bb:
gen()

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tool
extends MMNode
var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
var image : Image
var tex : ImageTexture
export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1)
export(Vector2) var bmax : Vector2 = Vector2(1, 1)
export(bool) var refresh setget reff,reffg
var p_o147388_ax = -0.349999994;
var p_o147388_ay = -0.200000000;
var p_o147388_bx = 0.000000000;
var p_o147388_by = 0.500000000;
var p_o147388_cx = 0.350000000;
var p_o147388_cy = -0.200000000;
var p_o147388_width = 0.050000000;
var p_o147388_repeat = 1.000000000;
func gen() -> void:
if !image:
image = Image.new()
image.create(300, 300, false, Image.FORMAT_RGBA8)
if !tex:
tex = ImageTexture.new()
# var bmin : Vector2 = Vector2(0.1, 0.1)
# var bmax : Vector2 = Vector2(1, 1)
image.lock()
var w : float = image.get_width()
var h : float = image.get_width()
var pseed : float = randf() + randi()
for x in range(image.get_width()):
for y in range(image.get_height()):
var v : Vector2 = Vector2(x / w, y / h)
# var c : float = shape_circle(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0)
# var c : float = shape_polygon(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0)
# var c : float = shape_star(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0)
# var c : float = shape_curved_star(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0)
var o147388_0_bezier : Vector2 = Commons.sdBezier(v, Vector2(p_o147388_ax+0.5, p_o147388_ay+0.5), Vector2(p_o147388_bx+0.5, p_o147388_by+0.5), Vector2(p_o147388_cx+0.5, p_o147388_cy+0.5));
var o147388_0_uv : Vector2 = Vector2(o147388_0_bezier.x, o147388_0_bezier.y/p_o147388_width+0.5);
var uvt : Vector2 = Commons.absv(o147388_0_uv - Vector2(0.5, 0.5))
uvt.x = Commons.step(0.5, uvt.x);
uvt.y = Commons.step(0.5, uvt.y);
o147388_0_uv = lerp(Vector2(Commons.fractf(p_o147388_repeat * o147388_0_uv.x), o147388_0_uv.y), Vector2(0, 0), max(uvt.x, uvt.y));
var f : float = Commons.step(abs(((o147388_0_uv)).y-0.5), 0.4999)
var c : Color = Color(f, f, f, 1.0);
image.set_pixel(x, y, c)
image.unlock()
tex.create_from_image(image)
# texture = tex
func reffg():
return false
func reff(bb):
if bb:
gen()

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tool
extends MMNode
var Gradients = preload("res://addons/mat_maker_gd/nodes/common/gradients.gd")
var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
var image : Image
var tex : ImageTexture
export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1)
export(Vector2) var bmax : Vector2 = Vector2(1, 1)
export(bool) var refresh setget reff,reffg
#class TGEntry:
# var pos : float
# var r : float
# var g : float
# var b : float
# var a : float
var p_o28405_repeat : float = 1.000000000;
var p_o28405_rotate : float = 0.000000000;
var p_o71406_repeat = 1.000000000;
var p_o71406_rotate = 0.000000000;
var p_o71406_gradient_0_pos = 0.000000000;
var p_o71406_gradient_0_r = 0.000000000;
var p_o71406_gradient_0_g = 0.000000000;
var p_o71406_gradient_0_b = 0.000000000;
var p_o71406_gradient_0_a = 1.000000000;
var p_o71406_gradient_1_pos = 0.509090909;
var p_o71406_gradient_1_r = 0.843750000;
var p_o71406_gradient_1_g = 0.003295898;
var p_o71406_gradient_1_b = 0.003295898;
var p_o71406_gradient_1_a = 1.000000000;
var p_o71406_gradient_2_pos = 1.000000000;
var p_o71406_gradient_2_r = 1.000000000;
var p_o71406_gradient_2_g = 1.000000000;
var p_o71406_gradient_2_b = 1.000000000;
var p_o71406_gradient_2_a = 1.000000000;
func gen() -> void:
if !image:
image = Image.new()
image.create(300, 300, false, Image.FORMAT_RGBA8)
if !tex:
tex = ImageTexture.new()
# var bmin : Vector2 = Vector2(0.1, 0.1)
# var bmax : Vector2 = Vector2(1, 1)
var data : PoolRealArray = PoolRealArray()
data.resize(15)
var i : int = 0
data[i + 0] = p_o71406_gradient_0_pos
data[i + 1] = p_o71406_gradient_0_r
data[i + 2] = p_o71406_gradient_0_g
data[i + 3] = p_o71406_gradient_0_b
data[i + 4] = p_o71406_gradient_0_a
i += 5
data[i + 0] = p_o71406_gradient_1_pos
data[i + 1] = p_o71406_gradient_1_r
data[i + 2] = p_o71406_gradient_1_g
data[i + 3] = p_o71406_gradient_1_b
data[i + 4] = p_o71406_gradient_1_a
i += 5
data[i + 0] = p_o71406_gradient_2_pos
data[i + 1] = p_o71406_gradient_2_r
data[i + 2] = p_o71406_gradient_2_g
data[i + 3] = p_o71406_gradient_2_b
data[i + 4] = p_o71406_gradient_2_a
image.lock()
var w : float = image.get_width()
var h : float = image.get_width()
var pseed : float = randf() + randi()
for x in range(image.get_width()):
for y in range(image.get_height()):
var uv : Vector2 = Vector2(x / w, y / h)
# var rr : float = 0.5+(cos(p_o71406_rotate*0.01745329251)*(v.x-0.5)+sin(p_o71406_rotate*0.01745329251)*(v.y-0.5))/(cos(abs(modf(p_o71406_rotate, 90.0)-45.0)*0.01745329251)*1.41421356237);
# var col : Color = gradient_type_1(fractf(rr * p_o71406_repeat));
# var rr : float = 0.5 + (cos(p_o28405_rotate*0.01745329251)*(v.x-0.5)+sin(p_o28405_rotate*0.01745329251)*(v.y-0.5))/(cos(abs(modf(p_o28405_rotate, 90.0)-45.0)*0.01745329251)*1.41421356237)
# var col : Color = gradient_type_2(fractf(rr * p_o71406_repeat))
# var rr : float = 0.5+(cos(p_o71406_rotate*0.01745329251)*(v.x-0.5)+sin(p_o71406_rotate*0.01745329251)*(v.y-0.5))/(cos(abs(modf(p_o71406_rotate, 90.0)-45.0)*0.01745329251)*1.41421356237);
# var col : Color = gradient_type_3(fractf(rr * p_o71406_repeat))
# var rr : float = 0.5+(cos(p_o71406_rotate*0.01745329251)*(v.x-0.5)+sin(p_o71406_rotate*0.01745329251)*(v.y-0.5))/(cos(abs(Commons.modf(p_o71406_rotate, 90.0)-45.0)*0.01745329251)*1.41421356237);
# var col : Color = gradient_type_4(Commons.fractf(rr * p_o71406_repeat));
var col : Color = Gradients.normal_gradient_type_1(uv, p_o28405_repeat, p_o28405_rotate, data);
image.set_pixel(x, y, col)
image.unlock()
tex.create_from_image(image)
# texture = tex
func reffg():
return false
func reff(bb):
if bb:
gen()

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tool
extends MMNode
var Gradients = preload("res://addons/mat_maker_gd/nodes/common/gradients.gd")
var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
var image : Image
var tex : ImageTexture
export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1)
export(Vector2) var bmax : Vector2 = Vector2(1, 1)
export(bool) var refresh setget reff,reffg
class TGEntry:
var pos : float
var r : float
var g : float
var b : float
var a : float
var p_o28405_repeat : float = 1.000000000;
var p_o28405_rotate : float = 0.000000000;
var p_o24141_gradient_0_pos = 0.000000000;
var p_o24141_gradient_0_r = 0.000000000;
var p_o24141_gradient_0_g = 0.000000000;
var p_o24141_gradient_0_b = 0.000000000;
var p_o24141_gradient_0_a = 1.000000000;
var p_o24141_gradient_1_pos = 0.554545455;
var p_o24141_gradient_1_r = 0.769531250;
var p_o24141_gradient_1_g = 0.318634033;
var p_o24141_gradient_1_b = 0.318634033;
var p_o24141_gradient_1_a = 1.000000000;
var p_o24141_gradient_2_pos = 1.000000000;
var p_o24141_gradient_2_r = 1.000000000;
var p_o24141_gradient_2_g = 1.000000000;
var p_o24141_gradient_2_b = 1.000000000;
var p_o24141_gradient_2_a = 1.000000000;
func gen() -> void:
if !image:
image = Image.new()
image.create(300, 300, false, Image.FORMAT_RGBA8)
if !tex:
tex = ImageTexture.new()
# var bmin : Vector2 = Vector2(0.1, 0.1)
# var bmax : Vector2 = Vector2(1, 1)
var data : PoolRealArray = PoolRealArray()
data.resize(15)
var i : int = 0
data[i + 0] = p_o24141_gradient_0_pos
data[i + 1] = p_o24141_gradient_0_r
data[i + 2] = p_o24141_gradient_0_g
data[i + 3] = p_o24141_gradient_0_b
data[i + 4] = p_o24141_gradient_0_a
i += 5
data[i + 0] = p_o24141_gradient_1_pos
data[i + 1] = p_o24141_gradient_1_r
data[i + 2] = p_o24141_gradient_1_g
data[i + 3] = p_o24141_gradient_1_b
data[i + 4] = p_o24141_gradient_1_a
i += 5
data[i + 0] = p_o24141_gradient_2_pos
data[i + 1] = p_o24141_gradient_2_r
data[i + 2] = p_o24141_gradient_2_g
data[i + 3] = p_o24141_gradient_2_b
data[i + 4] = p_o24141_gradient_2_a
image.lock()
var w : float = image.get_width()
var h : float = image.get_width()
var pseed : float = randf() + randi()
for x in range(image.get_width()):
for y in range(image.get_height()):
var uv : Vector2 = Vector2(x / w, y / h)
# vec4 o24141_0_1_rgba = o24141_gradient_gradient_fct(fract(p_o24141_repeat*1.41421356237*length(fract(((uv)))-vec2(0.5, 0.5))));
# vec3 o3335_0_1_rgb = ((o24141_0_1_rgba).rgb);
#
# var col : Color = radial_gradient_type_1(fractf(p_o28405_repeat*1.41421356237* (fract(uv)- Vector2(0.5, 0.5)).length()))
# var col : Color = radial_gradient_type_2(fractf(p_o28405_repeat*1.41421356237* (fract(uv)- Vector2(0.5, 0.5)).length()))
# var col : Color = radial_gradient_type_3(fractf(p_o28405_repeat*1.41421356237* (fract(uv)- Vector2(0.5, 0.5)).length()))
# var col : Color = radial_gradient_type_4(Commons.fractf(p_o28405_repeat*1.41421356237* (Commons.fract(uv)- Vector2(0.5, 0.5)).length()))
var col : Color = Gradients.radial_gradient_type_1(uv, p_o28405_repeat, data);
image.set_pixel(x, y, col)
image.unlock()
tex.create_from_image(image)
# texture = tex
func reffg():
return false
func reff(bb):
if bb:
gen()