material-maker/addons/procedural_material/nodes/blur.gd
Rodolphe Suescun d1b8f12b5b more refactoring, added combine, emboss, export nodes
- 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
2018-08-14 15:09:46 +02:00

65 lines
2.0 KiB
GDScript

tool
extends "res://addons/procedural_material/node_base.gd"
var sigma = 1.0
var epsilon = 0.005
var input_shader = ""
var input_texture
var mid_texture
var final_texture
func _ready():
input_texture = ImageTexture.new()
mid_texture = ImageTexture.new()
final_texture = ImageTexture.new()
initialize_properties([ $HBoxContainer1/epsilon, $HBoxContainer2/sigma ])
func get_gaussian_blur_shader(horizontal):
var convolution = { x=0, y=0, kernel=[], epsilon=epsilon }
var kernel_size = 10
if horizontal:
convolution.x = kernel_size
else:
convolution.y = kernel_size
convolution.kernel.resize(2*kernel_size+1)
var sum = 0
for x in range(-kernel_size, kernel_size+1):
var coef = exp(-0.5*(pow((x)/sigma, 2.0))) / (2.0*PI*sigma*sigma)
convolution.kernel[x+kernel_size] = coef
sum += coef
for x in range(-kernel_size, kernel_size+1):
convolution.kernel[x+kernel_size] /= sum
return get_convolution_shader(convolution)
func _rerender():
get_parent().precalculate_shader(input_shader, get_source().get_textures(), 4096, input_texture, self, "pass_1", [])
func pass_1():
get_parent().precalculate_shader(get_gaussian_blur_shader(true), { input=input_texture}, 4096, mid_texture, self, "pass_2", [])
func pass_2():
get_parent().precalculate_shader(get_gaussian_blur_shader(false), { input=mid_texture}, 4096, 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 "+name+"_tex;\n"
var variant_index = generated_variants.find(uv)
if variant_index == -1:
variant_index = generated_variants.size()
generated_variants.append(uv)
rv.code = "vec3 "+name+"_"+str(variant_index)+"_rgb = texture("+name+"_tex, "+uv+").rgb;\n"
rv.rgb = name+"_"+str(variant_index)+"_rgb"
return rv