tool extends GraphEdit signal graph_changed func _ready(): pass func get_source(node, port): for c in get_connection_list(): if c.to == node && c.to_port == port: return { node=c.from, slot=c.from_port } func remove_node(node): for c in get_connection_list(): if c.from == node or c.to == node: disconnect_node(c.from, c.from_port, c.to, c.to_port) func send_changed_signal(): $Timer.start() func do_send_changed_signal(): emit_signal("graph_changed") func generate_shader(node, shader_type = 0): var code if shader_type == 1: code = "shader_type spatial;\n\n" else: code = "shader_type canvas_item;\n\n" var file = File.new() file.open("res://addons/procedural_material/shader_header.txt", File.READ) code += file.get_as_text() code += "\n" for c in get_children(): if c is GraphNode: c.generated = false c.generated_variants = [] var src_code = node.get_shader_code("UV") var shader_code = src_code.defs shader_code += "void fragment() {\n" shader_code += src_code.code if shader_type == 1: if src_code.has("albedo"): shader_code += "ALBEDO = "+src_code.albedo+";\n" if src_code.has("normal_map"): shader_code += "NORMALMAP = "+src_code.normal_map+";\n" else: if src_code.has("rgb"): shader_code += "COLOR = vec4("+src_code.rgb+", 1.0);\n" elif src_code.has("f"): shader_code += "COLOR = vec4(vec3("+src_code.f+"), 1.0);\n" else: shader_code += "COLOR = vec4(1.0);\n" shader_code += "}\n" #print("GENERATED SHADER:\n"+shader_code) code += shader_code return code