tool extends "res://addons/material_maker/node_base.gd" func _ready(): initialize_properties([ $HBoxContainer1/hue, $HBoxContainer2/saturation, $HBoxContainer3/value ]) func _get_shader_code(uv, output = 0): var rv = { defs="", code="" } var src = get_source() var src_code = { defs="", code="", rgb="vec3(0.0)" } if src == null: return rv src_code = src.get_shader_code(uv) if generated_variants.empty(): rv.defs = src_code.defs; rv.defs += "vec3 %s_rgb(vec3 c) { vec3 hsv = rgb2hsv(c); return hsv2rgb(vec3(fract(hsv.x+%.9f), clamp(hsv.y*%.9f, 0.0, 1.0), clamp(hsv.z*%.9f, 0.0, 1.0))); }\n" % [ name, parameters.hue, parameters.saturation, parameters.value ] var variant_index = generated_variants.find(uv) if variant_index == -1: variant_index = generated_variants.size() generated_variants.append(uv) rv.code = src_code.code rv.code += "vec3 %s_%d_rgb = %s_rgb(%s);\n" % [ name, variant_index, name, src_code.rgb ] rv.rgb = "%s_%d_rgb" % [ name, variant_index ] return rv