tool extends "res://addons/material_maker/node_base.gd" func _ready(): set_slot(0, true, 0, Color(0.5, 0.5, 1), true, 0, Color(0.5, 0.5, 1)) initialize_properties([ $HBoxContainer1/translate_x, $HBoxContainer2/translate_y, $HBoxContainer3/rotate, $HBoxContainer4/scale_x, $HBoxContainer5/scale_y, $repeat ]) func _get_shader_code(uv, slot = 0): var rv = { defs="", code="" } var src = get_source() if src == null: return rv var variant_index = generated_variants.find(uv) if variant_index == -1: variant_index = generated_variants.size() generated_variants.append(uv) var inputs = [ "", "", "", "", "" ] for i in range(5): var tsrc = get_source(i+1) if tsrc != null: var tsrc_code = tsrc.get_shader_code(uv) if generated_variants.size() == 1: rv.defs += tsrc_code.defs rv.code += tsrc_code.code inputs[i] = "*(2.0*(%s)-1.0)" % tsrc_code.f rv.code += "vec2 %s_%d_uv = %s(%s, vec2(%.9f%s, %.9f%s), %.9f%s, vec2(%.9f%s, %.9f%s));\n" % [ name, variant_index, "transform_repeat" if parameters.repeat else "transform_norepeat", uv, parameters.translate_x, inputs[0], parameters.translate_y, inputs[1], PI*parameters.rotate/180.0, inputs[2], parameters.scale_x, inputs[3], parameters.scale_y, inputs[4] ] var src_code = src.get_shader_code("%s_%d_uv" % [ name, variant_index ]) if rv.code != "": if generated_variants.size() == 1: rv.defs += src_code.defs rv.code += src_code.code rv.rgba = src_code.rgba return rv func deserialize(data): if data.has("scale"): parameters.scale_x = data.scale parameters.scale_y = data.scale .deserialize(data)