tool extends "res://addons/material_maker/node_base.gd" var pattern = 0 var repeat var rows var columns var row_offset var mortar var bevel const BRICK_PATTERNS = [ { name="Running bond", suffix="rb", has_offset=true, has_repeat=false }, { name="Running bond (2)", suffix="rb2", has_offset=true, has_repeat=false }, { name="HerringBone", suffix="hb", has_offset=false, has_repeat=true }, { name="Basket weave", suffix="bw", has_offset=false, has_repeat=true }, { name="Spanish bond", suffix="sb", has_offset=false, has_repeat=true } ] func _ready(): $pattern.clear() for p in BRICK_PATTERNS: $pattern.add_item(p.name) initialize_properties([ $pattern, $HBoxContainer1/rows, $HBoxContainer2/columns, $HBoxContainer6/repeat, $HBoxContainer3/row_offset, $HBoxContainer4/mortar, $HBoxContainer5/bevel ]) func _get_shader_code(uv, slot = 0): var rv = { defs="", code="" } if generated_variants.empty(): rv.defs = "vec3 %s_xyz(vec2 uv) { return bricks_%s(uv, vec2(%d, %d), %.9f, %.9f, %.9f, %.9f); }\n" % [ name, BRICK_PATTERNS[pattern].suffix, columns, rows, repeat, row_offset, mortar, max(0.001, bevel) ] var variant_index = generated_variants.find(uv) if variant_index == -1: variant_index = generated_variants.size() generated_variants.append(uv) rv.code = "vec3 %s_%d_xyz = %s_xyz(%s);\n" % [ name, variant_index, name, uv ] if slot == 0: rv.f = "%s_%d_xyz.x" % [ name, variant_index ] else: rv.rgb = "rand3(%s_%d_xyz.yz+vec2(%.9f))" % [ name, variant_index, get_seed() ] return rv func _on_offset_changed(): update_shaders()