tool extends "res://addons/material_maker/node_base.gd" var scale_x var scale_y var intensity func _ready(): set_slot(0, false, 0, Color(0.5, 0.5, 1), true, 0, Color(0.5, 0.5, 1)) initialize_properties([ $HBoxContainer1/scale_x, $HBoxContainer2/scale_y, $HBoxContainer3/intensity ]) func _get_shader_code(uv, slot = 0): var rv = { defs="", code="" } if generated_variants.empty(): rv.defs = "vec4 %s_xyzw(vec2 uv) { return voronoi(uv, vec2(%f, %f), %.9f, %d); }\n" % [ name, scale_x, scale_y, intensity, get_seed() ] var variant_index = generated_variants.find(uv) if variant_index == -1: variant_index = generated_variants.size() generated_variants.append(uv) rv.code = "vec4 %s_%d_xyzw = %s_xyzw(%s);\n" % [ name, variant_index, name, uv ] if slot == 0: rv.f = "%s_%d_xyzw.z" % [ name, variant_index ] elif slot == 1: rv.f = "%s_%d_xyzw.w" % [ name, variant_index ] else: rv.rgb = "rand3(fract(%s_%d_xyzw.xy))" % [ name, variant_index ] return rv func _on_offset_changed(): update_shaders()