tool extends "res://addons/material_maker/node_base.gd" var input_shader = "" var saved_texture const DIRECTION_H = 1 const DIRECTION_V = 2 const DIRECTIONS = [ { name="Both", mask=DIRECTION_H|DIRECTION_V }, { name="X", mask=DIRECTION_H }, { name="Y", mask=DIRECTION_V } ] func _ready(): # init size widget $HBoxContainer1/size.clear() for i in range(7): $HBoxContainer1/size.add_item(str(int(pow(2, 5+i))), i) $HBoxContainer1/size.selected = 5 # init direction widget $HBoxContainer2/direction.clear() for d in DIRECTIONS: $HBoxContainer2/direction.add_item(d.name) $HBoxContainer2/direction.selected = 0 initialize_properties([ $HBoxContainer1/size, $HBoxContainer2/direction, $HBoxContainer3/sigma ]) saved_texture = ImageTexture.new() func get_gaussian_blur_shader(horizontal): var convolution = { x=0, y=0, kernel=[], epsilon=1.0/pow(2, 5+parameters.size) } var kernel_size = 50 if horizontal: convolution.x = kernel_size else: convolution.y = kernel_size convolution.kernel.resize(2*kernel_size+1) var sum = 0 for x in range(-kernel_size, kernel_size+1): var coef = exp(-0.5*(pow((x)/parameters.sigma, 2.0))) / (2.0*PI*parameters.sigma*parameters.sigma) convolution.kernel[x+kernel_size] = coef sum += coef for x in range(-kernel_size, kernel_size+1): convolution.kernel[x+kernel_size] /= sum return get_convolution_shader(convolution) func _rerender(): if DIRECTIONS[parameters.direction].mask & DIRECTION_H != 0: get_parent().renderer.precalculate_shader(input_shader, get_source().get_textures(), int(pow(2, 5+parameters.size)), saved_texture, self, "pass_1", []) else: get_parent().renderer.precalculate_shader(input_shader, get_source().get_textures(), int(pow(2, 5+parameters.size)), saved_texture, self, "pass_2", []) func pass_1(): if DIRECTIONS[parameters.direction].mask & DIRECTION_V != 0: get_parent().renderer.precalculate_shader(get_gaussian_blur_shader(true), { input=saved_texture }, int(pow(2, 5+parameters.size)), saved_texture, self, "pass_2", []) else: get_parent().renderer.precalculate_shader(get_gaussian_blur_shader(true), { input=saved_texture }, int(pow(2, 5+parameters.size)), saved_texture, self, "rerender_targets", []) func pass_2(): get_parent().renderer.precalculate_shader(get_gaussian_blur_shader(false), { input=saved_texture }, int(pow(2, 5+parameters.size)), saved_texture, self, "rerender_targets", []) func get_textures(): var list = {} list[name] = saved_texture return list func _get_shader_code(uv): var rv = { defs="", code="" } var src = get_source() if src == null: return rv input_shader = get_parent().renderer.generate_shader(src.get_shader_code_with_globals("UV")) _rerender() if generated_variants.empty(): rv.defs = "uniform sampler2D "+name+"_tex;\n" var variant_index = generated_variants.find(uv) if variant_index == -1: variant_index = generated_variants.size() generated_variants.append(uv) rv.code = "vec3 "+name+"_"+str(variant_index)+"_rgb = texture("+name+"_tex, "+uv+").rgb;\n" rv.rgb = name+"_"+str(variant_index)+"_rgb" return rv