mirror of
https://github.com/Relintai/material-maker.git
synced 2024-11-13 06:27:18 +01:00
d1b8f12b5b
- Added a combine node that assembles channels into colors - Added an emboss node - Added an export node that generates additional file when exporting the material - Refactored convolution related code
61 lines
1.5 KiB
GDScript
61 lines
1.5 KiB
GDScript
tool
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extends "res://addons/procedural_material/node_base.gd"
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var direction = 0
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var input_shader = ""
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var input_texture
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var final_texture
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const CONVOLUTION = {
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x=1,
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y=1,
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kernel=[
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1, 2, 1,
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0, 0, 0,
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-1, -2, -1
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],
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epsilon=1.0/1024,
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scale=0.5,
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translate=Vector3(0.5, 0.5, 0.5)
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}
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const INDICES = [ 0, 1, 2, 5, 8, 7, 6, 3 ]
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const COEFS = [ 1, 2, 1, 0, -1, -2, -1, 0 ]
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func _ready():
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input_texture = ImageTexture.new()
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final_texture = ImageTexture.new()
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initialize_properties([ $direction ])
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func _rerender():
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get_parent().precalculate_shader(input_shader, get_source().get_textures(), 1024, input_texture, self, "pass_1", [])
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func pass_1():
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var convolution = CONVOLUTION
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for i in range(8):
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convolution.kernel[INDICES[i]] = COEFS[(i+8-int(direction))%8]
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get_parent().precalculate_shader(get_convolution_shader(convolution), {input=input_texture}, 1024, final_texture, self, "rerender_targets", [])
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func get_textures():
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var list = {}
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list[name] = final_texture
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return list
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func _get_shader_code(uv):
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var rv = { defs="", code="" }
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var src = get_source()
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if src == null:
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return rv
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input_shader = do_generate_shader(src.get_shader_code("UV"))
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_rerender()
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if generated_variants.empty():
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rv.defs = "uniform sampler2D "+name+"_tex;\n"
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var variant_index = generated_variants.find(uv)
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if variant_index == -1:
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variant_index = generated_variants.size()
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generated_variants.append(uv)
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rv.code = "vec3 "+name+"_"+str(variant_index)+"_rgb = texture("+name+"_tex, "+uv+").rgb;\n"
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rv.rgb = name+"_"+str(variant_index)+"_rgb"
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return rv
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