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)) initialize_properties([ $amount ]) func _get_shader_code(uv): var rv = { defs="", code="" } var src0 = get_source(0) var src1 = get_source(1) if src0 == null || src1 == null: return rv var variant_index = generated_variants.find(uv) if variant_index == -1: variant_index = generated_variants.size() generated_variants.append(uv) var src1_code0 = src1.get_shader_code(uv+"+vec2(0.01, 0.0)") var src1_code1 = src1.get_shader_code(uv+"-vec2(0.01, 0.0)") var src1_code2 = src1.get_shader_code(uv+"+vec2(0.0, 0.01)") var src1_code3 = src1.get_shader_code(uv+"-vec2(0.0, 0.01)") rv.defs = src1_code0.defs rv.code = src1_code0.code+src1_code1.code+src1_code2.code+src1_code3.code rv.code += "vec2 "+name+"_"+str(variant_index)+"_uv = "+uv+"+%.9f*vec2((%s)-(%s), (%s)-(%s));\n" % [ amount, src1_code0.f, src1_code1.f, src1_code2.f, src1_code3.f ] var src0_code = src0.get_shader_code(name+"_"+str(variant_index)+"_uv") rv.defs += src0_code.defs rv.code += src0_code.code rv.code += "vec3 "+name+"_"+str(variant_index)+"_rgb = "+get_source_rgb(src0_code)+";\n" rv.code += "float "+name+"_"+str(variant_index)+"_f = "+get_source_f(src0_code)+";\n" rv.rgb = name+"_"+str(variant_index)+"_rgb" rv.f = name+"_"+str(variant_index)+"_f" return rv