tool extends "res://addons/procedural_material/node_base.gd" var blend_type = 0 var amount = 0.0 const BLEND_TYPES = [ { name="Normal", shortname="normal" }, { name="Dissolve", shortname="dissolve" }, { name="Multiply", shortname="multiply" }, { name="Screen", shortname="screen" }, { name="Overlay", shortname="overlay" }, { name="Hard Light", shortname="hard_light" }, { name="Soft Light", shortname="soft_light" }, { name="Burn", shortname="burn" }, { name="Dodge", shortname="dodge" }, { name="Lighten", shortname="lighten" }, { name="Darken", shortname="darken" }, { name="Difference", shortname="difference" } ] func _ready(): $blend_type.clear() for i in range(BLEND_TYPES.size()): $blend_type.add_item(BLEND_TYPES[i].name, i) initialize_properties([ $blend_type, $HBoxContainer/amount ]) 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 = "%.9f" % amount if src2 != null: src2_code = src2.get_shader_code(uv) amount_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 %s_%d_rgb = blend_%s(%s, %s, %s, %s);\n" % [ name, variant_index, BLEND_TYPES[blend_type].shortname, uv, src0_code.rgb, src1_code.rgb, amount_str ] rv.rgb = "%s_%d_rgb" % [ name, variant_index ] return rv func _get_state_variables(): return [ "amount" ]