material-maker/addons/procedural_material/nodes/combine.gd

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GDScript3
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tool
extends "res://addons/procedural_material/node_base.gd"
func _get_shader_code(uv):
var rv = { defs="", code="" }
var src0 = get_source(0)
var src1 = get_source(1)
var src2 = get_source(2)
var src0_code = { defs="", code="", f="0.0" }
var src1_code = { defs="", code="", f="0.0" }
var src2_code = { defs="", code="", f="0.0" }
if src0 != null:
src0_code = src0.get_shader_code(uv)
if src1 != null:
src1_code = src1.get_shader_code(uv)
if src2 != null:
src2_code = src2.get_shader_code(uv)
if generated_variants.empty():
rv.defs = src0_code.defs;
rv.defs += src1_code.defs;
rv.defs += src2_code.defs;
var variant_index = generated_variants.find(uv)
if variant_index == -1:
variant_index = generated_variants.size()
generated_variants.append(uv)
rv.code = src0_code.code
rv.code += src1_code.code
rv.code += src2_code.code
rv.code += "vec3 %s_%d_rgb = vec3(%s, %s, %s);\n" % [ name, variant_index, src0_code.f, src1_code.f, src2_code.f ]
rv.rgb = "%s_%d_rgb" % [ name, variant_index ]
return rv