tool extends "res://addons/material_maker/node_base.gd" var mix = 0; var x_wave = 0 var x_scale = 4.0 var y_wave = 0 var y_scale = 4.0 const WAVE_FCT = [ "wave_sin", "wave_triangle", "wave_square", "fract", "wave_constant" ] const MIX_FCT = [ "mix_multiply", "mix_add", "mix_max", "mix_min", "mix_xor", "mix_pow" ] func _ready(): initialize_properties([ $HBoxContainer0/mix, $HBoxContainer1/x_wave, $HBoxContainer1/x_scale, $HBoxContainer2/y_wave, $HBoxContainer2/y_scale ]) func _get_shader_code(uv): var rv = { defs="", code="" } if generated_variants.empty(): rv.defs = "float %s_f(vec2 uv) { uv *= vec2(%.9f, %.9f); return %s(%s(uv.x), %s(uv.y)); }\n" % [ name, x_scale, y_scale, MIX_FCT[mix], WAVE_FCT[x_wave], WAVE_FCT[y_wave] ] var variant_index = generated_variants.find(uv) if variant_index == -1: variant_index = generated_variants.size() generated_variants.append(uv) rv.code = "float %s_%d_f = %s_f(%s);\n" % [ name, variant_index, name, uv ] rv.f = name+"_"+str(variant_index)+"_f" return rv