tool extends "res://addons/procedural_material/node_base.gd" var amount = 0.0 var input_shader = "" var input_texture var final_texture const CONVOLUTION = { x=1, y=1, kernel=[ Vector3(-1, -1, 0), Vector3(0, -2, 0), Vector3(1, -1, 0), Vector3(-2, 0, 0), 0, Vector3(2, 0, 0), Vector3(-1, 1, 0), Vector3(0, 2, 0), Vector3(1, 1, 0), ], epsilon=1.0/1024, normalize=true, translate_before_normalize=Vector3(0.0, 0.0, -1.0), scale_before_normalize=0.5, translate=Vector3(0.5, 0.5, 0.5), scale=0.5 } func _ready(): input_texture = ImageTexture.new() final_texture = ImageTexture.new() initialize_properties([ $amount ]) func _rerender(): get_parent().precalculate_shader(input_shader, get_source().get_textures(), 1024, input_texture, self, "pass_1", []) func pass_1(): var convolution = CONVOLUTION convolution.scale_before_normalize = 8.0*amount get_parent().precalculate_shader(get_convolution_shader(convolution), { input=input_texture}, 1024, 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 %s_tex;\n" % [ name ] 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_rgb = texture(%s_tex, %s).rgb;\n" % [ name, variant_index, name, uv ] rv.rgb = "%s_%d_rgb" % [ name, variant_index ] return rv