material-maker/addons/procedural_material/nodes/normal_map.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

60 lines
1.6 KiB
GDScript

tool
extends "res://addons/procedural_material/node_base.gd"
var amount = 0.0
var input_shader = ""
var input_texture
var final_texture
const CONVOLUTION = {
x=1,
y=1,
kernel=[
Vector3(-1, -1, 0), Vector3(0, -2, 0), Vector3(1, -1, 0),
Vector3(-2, 0, 0), 0, Vector3(2, 0, 0),
Vector3(-1, 1, 0), Vector3(0, 2, 0), Vector3(1, 1, 0),
],
epsilon=1.0/1024,
normalize=true,
translate_before_normalize=Vector3(0.0, 0.0, -1.0),
scale_before_normalize=0.5,
translate=Vector3(0.5, 0.5, 0.5),
scale=0.5
}
func _ready():
input_texture = ImageTexture.new()
final_texture = ImageTexture.new()
initialize_properties([ $amount ])
func _rerender():
get_parent().precalculate_shader(input_shader, get_source().get_textures(), 1024, input_texture, self, "pass_1", [])
func pass_1():
var convolution = CONVOLUTION
convolution.scale_before_normalize = 8.0*amount
get_parent().precalculate_shader(get_convolution_shader(convolution), { input=input_texture}, 1024, 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 %s_tex;\n" % [ name ]
var variant_index = generated_variants.find(uv)
if variant_index == -1:
variant_index = generated_variants.size()
generated_variants.append(uv)
rv.code = "vec3 %s_%d_rgb = texture(%s_tex, %s).rgb;\n" % [ name, variant_index, name, uv ]
rv.rgb = "%s_%d_rgb" % [ name, variant_index ]
return rv