tool extends "res://addons/material_maker/node_base.gd" var size = 4 var density = 0.5 func _ready(): $HBoxContainer1/size.clear() for i in range(7): $HBoxContainer1/size.add_item(str(int(pow(2, 5+i))), i) $HBoxContainer1/size.selected = size initialize_properties([ $HBoxContainer1/size, $HBoxContainer2/density ]) func _get_shader_code(uv): var rv = { defs="", code="" } if generated_variants.empty(): rv.defs = "float %s_f(vec2 uv) { return dots(uv, %.9f, %.9f, %d); }\n" % [ name, 1.0/pow(2.0, 5.0+size), density, get_seed() ] var variant_index = generated_variants.find(uv) if variant_index == -1: variant_index = generated_variants.size() generated_variants.append(uv) rv.code = "float %s_%d_f = %s_f(%s);\n" % [ name, variant_index, name, uv ] rv.f = "%s_%d_f" % [ name, variant_index ] return rv func _on_offset_changed(): update_shaders()