tool extends "res://addons/procedural_material/node_base.gd" var amount = 0.0 func _ready(): set_slot(0, true, 0, Color(0.5, 0.5, 1), true, 0, Color(0.5, 0.5, 1)) set_slot(1, true, 0, Color(0.5, 0.5, 1), false, 0, Color(0.5, 0.5, 1)) set_slot(2, true, 0, Color(0.5, 0.5, 1), false, 0, Color(0.5, 0.5, 1)) initialize_properties([ $amount ]) func color_to_string(c): return "vec3("+str(c.r)+","+str(c.g)+","+str(c.b)+")" func get_shader_code(uv): var rv = { defs="", code="" } var src0 = get_source(0) var src1 = get_source(1) var src2 = get_source(2) if src0 == null or src1 == null: return rv var src0_code = src0.get_shader_code(uv) var src1_code = src1.get_shader_code(uv) var src2_code = { defs="", code="" } var amount_str = str(amount) if src2 != null: src2_code = src2.get_shader_code(uv) amount_str = str(src2_code.f) if generated_variants.empty(): rv.defs = src0_code.defs+src1_code.defs+src2_code.defs var variant_index = generated_variants.find(uv) if variant_index == -1: variant_index = generated_variants.size() generated_variants.append(uv) rv.code = src0_code.code+src1_code.code+src2_code.code rv.code += "vec3 "+name+"_"+str(variant_index)+"_rgb = mix("+get_source_rgb(src0_code)+", "+get_source_rgb(src1_code)+", "+amount_str+");\n" rv.rgb = name+"_"+str(variant_index)+"_rgb" return rv func _get_state_variables(): return [ "amount" ]