material-maker/addons/procedural_material/nodes/noise.gd
Rodolphe Suescun ba016797e3 Refactoring, new noise node and blur updates
Added a noise node (paints randomly pixels in black or white).
Modified blur so direction can be selected (horizontal, verticla, or both).
Updated code to use string formats instead of conversion + concatenation.
2018-08-20 15:43:03 +02:00

29 lines
891 B
GDScript

tool
extends "res://addons/procedural_material/node_base.gd"
var size = 4
var density = 0.5
func _ready():
$HBoxContainer1/size.clear()
for i in range(7):
$HBoxContainer1/size.add_item(str(int(pow(2, 5+i))), i)
$HBoxContainer1/size.selected = size
initialize_properties([ $HBoxContainer1/size, $HBoxContainer2/density ])
print(size)
func _get_shader_code(uv):
var rv = { defs="", code="" }
if generated_variants.empty():
rv.defs = "float %s_f(vec2 uv) { return dots(uv, %.9f, %.9f, %d); }\n" % [ name, 1.0/pow(2.0, 5.0+size), density, get_seed() ]
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 = "%s_%d_f" % [ name, variant_index ]
return rv
func _on_offset_changed():
update_shaders()