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()