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 src = get_source() if src == null: return rv var variant_index = generated_variants.find(uv) if variant_index == -1: var epsilon = 0.005 variant_index = generated_variants.size() generated_variants.append(uv) var src_code_tl = src.get_shader_code(uv+"+vec2(-%.9f, -%.9f)" % [ epsilon, epsilon ]) var src_code_l = src.get_shader_code(uv+"+vec2(-%.9f, 0.0)" % [ epsilon, ]) var src_code_bl = src.get_shader_code(uv+"+vec2(-%.9f, %.9f)" % [ epsilon, epsilon ]) var src_code_tr = src.get_shader_code(uv+"+vec2(%.9f, -%.9f)" % [ epsilon, epsilon ]) var src_code_r = src.get_shader_code(uv+"+vec2(%.9f, 0.0)" % [ epsilon ]) var src_code_br = src.get_shader_code(uv+"+vec2(%.9f, %.9f)" % [ epsilon, epsilon ]) var src_code_t = src.get_shader_code(uv+"+vec2(0.0, -%.9f)" % [ epsilon ]) var src_code_b = src.get_shader_code(uv+"+vec2(0.0, %.9f)" % [ epsilon ]) rv.defs = src_code_tl.defs rv.code = src_code_tl.code+src_code_l.code+src_code_bl.code+src_code_tr.code rv.code += src_code_r.code+src_code_br.code+src_code_t.code+src_code_b.code rv.code += "vec3 %s_%d_rgb = vec3(0.5, 0.5, 0.5) + 0.5*normalize(%.9f*vec3(%s+2.0*%s+%s-%s-2.0*%s-%s, %s+2.0*%s+%s-%s-2.0*%s-%s, 0.0) + vec3(0.0, 0.0, -1.0));\n" % [ name, variant_index, amount, src_code_tr.f, src_code_r.f, src_code_br.f, src_code_tl.f, src_code_l.f, src_code_bl.f, src_code_bl.f, src_code_b.f, src_code_br.f, src_code_tl.f, src_code_t.f, src_code_tr.f ] rv.rgb = name+"_"+str(variant_index)+"_rgb" return rv