tool extends "res://addons/procedural_material/node_base.gd" var sigma = 1.0 var epsilon = 0.005 var input_shader = "" var input_texture var mid_texture var final_texture func _ready(): input_texture = ImageTexture.new() mid_texture = ImageTexture.new() final_texture = ImageTexture.new() initialize_properties([ $HBoxContainer1/epsilon, $HBoxContainer2/sigma ]) func get_gaussian_blur_shader(horizontal): var convolution = { x=0, y=0, kernel=[], epsilon=epsilon } var kernel_size = 10 if horizontal: convolution.x = kernel_size else: convolution.y = kernel_size convolution.kernel.resize(2*kernel_size+1) var sum = 0 for x in range(-kernel_size, kernel_size+1): var coef = exp(-0.5*(pow((x)/sigma, 2.0))) / (2.0*PI*sigma*sigma) convolution.kernel[x+kernel_size] = coef sum += coef for x in range(-kernel_size, kernel_size+1): convolution.kernel[x+kernel_size] /= sum return get_convolution_shader(convolution) func _rerender(): get_parent().precalculate_shader(input_shader, get_source().get_textures(), 4096, input_texture, self, "pass_1", []) func pass_1(): get_parent().precalculate_shader(get_gaussian_blur_shader(true), { input=input_texture}, 4096, mid_texture, self, "pass_2", []) func pass_2(): get_parent().precalculate_shader(get_gaussian_blur_shader(false), { input=mid_texture}, 4096, final_texture, self, "rerender_targets", []) func get_textures(): var list = {} list[name] = final_texture return list func _get_shader_code(uv): var rv = { defs="", code="" } var src = get_source() if src == null: return rv input_shader = do_generate_shader(src.get_shader_code("UV")) _rerender() if generated_variants.empty(): rv.defs = "uniform sampler2D "+name+"_tex;\n" var variant_index = generated_variants.find(uv) if variant_index == -1: variant_index = generated_variants.size() generated_variants.append(uv) rv.code = "vec3 "+name+"_"+str(variant_index)+"_rgb = texture("+name+"_tex, "+uv+").rgb;\n" rv.rgb = name+"_"+str(variant_index)+"_rgb" return rv