{ "name": "shape", "node_position": { "x": 0, "y": 0 }, "parameters": { "edge": 0.5, "radius": 0.9, "shape": 1, "sides": 6 }, "shader_model": { "code": "", "global": "float shape_circle(vec2 uv, float sides, float size, float edge) {\n uv = 2.0*uv-1.0;\n\tedge = max(edge, 1.0e-8);\n float distance = length(uv);\n return clamp((1.0-distance/size)/edge, 0.0, 1.0);\n}\n\nfloat shape_polygon(vec2 uv, float sides, float size, float edge) {\n uv = 2.0*uv-1.0;\n\tedge = max(edge, 1.0e-8);\n float angle = atan(uv.x, uv.y)+3.14159265359;\n float slice = 6.28318530718/sides;\n return clamp((size-cos(floor(0.5+angle/slice)*slice-angle)*length(uv))/(edge*size), 0.0, 1.0);\n}\n\nfloat shape_star(vec2 uv, float sides, float size, float edge) {\n uv = 2.0*uv-1.0;\n\tedge = max(edge, 1.0e-8);\n float angle = atan(uv.x, uv.y);\n float slice = 6.28318530718/sides;\n return clamp((size-cos(floor(1.5+angle/slice-2.0*step(0.5*slice, mod(angle, slice)))*slice-angle)*length(uv))/(edge*size), 0.0, 1.0);\n}\n\nfloat shape_curved_star(vec2 uv, float sides, float size, float edge) {\n uv = 2.0*uv-1.0;\n\tedge = max(edge, 1.0e-8);\n float angle = 2.0*(atan(uv.x, uv.y)+3.14159265359);\n float slice = 6.28318530718/sides;\n return clamp((size-cos(floor(0.5+0.5*angle/slice)*2.0*slice-angle)*length(uv))/(edge*size), 0.0, 1.0);\n}\n\nfloat shape_rays(vec2 uv, float sides, float size, float edge) {\n uv = 2.0*uv-1.0;\n\tedge = 0.5*max(edge, 1.0e-8)*size;\n\tfloat slice = 6.28318530718/sides;\n float angle = mod(atan(uv.x, uv.y)+3.14159265359, slice)/slice;\n return clamp(min((size-angle)/edge, angle/edge), 0.0, 1.0);\n}\n\n", "inputs": [ ], "instance": "", "name": "Shape", "outputs": [ { "f": "shape_$(shape)($(uv), $(sides), $(radius), $(edge))", "type": "f" } ], "parameters": [ { "default": 0, "label": "", "name": "shape", "type": "enum", "values": [ { "name": "Circle", "value": "circle" }, { "name": "Polygon", "value": "polygon" }, { "name": "Star", "value": "star" }, { "name": "Curved star", "value": "curved_star" }, { "name": "Rays", "value": "rays" } ] }, { "control": "None", "default": 3, "label": "", "max": 32, "min": 2, "name": "sides", "step": 1, "type": "float" }, { "control": "None", "default": 1, "label": "", "max": 1, "min": 0, "name": "radius", "step": 0.01, "type": "float" }, { "control": "None", "default": 0.2, "label": "", "max": 1, "min": 0, "name": "edge", "step": 0.01, "type": "float" } ] }, "type": "shader" }