mirror of
https://github.com/Relintai/material-maker.git
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ba016797e3
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.
29 lines
891 B
GDScript
29 lines
891 B
GDScript
tool
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extends "res://addons/procedural_material/node_base.gd"
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var size = 4
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var density = 0.5
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func _ready():
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$HBoxContainer1/size.clear()
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for i in range(7):
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$HBoxContainer1/size.add_item(str(int(pow(2, 5+i))), i)
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$HBoxContainer1/size.selected = size
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initialize_properties([ $HBoxContainer1/size, $HBoxContainer2/density ])
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print(size)
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func _get_shader_code(uv):
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var rv = { defs="", code="" }
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if generated_variants.empty():
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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() ]
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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 = "float %s_%d_f = %s_f(%s);\n" % [ name, variant_index, name, uv ]
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rv.f = "%s_%d_f" % [ name, variant_index ]
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return rv
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func _on_offset_changed():
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update_shaders()
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