material-maker/addons/procedural_material/nodes/warp.gd
RodZill4 d04a319944 Prepared all nodes for caching and added Image node
Added Image node that can be used to import textures
Renamed all get_shader_code methods to _get_shader code so a caching system can be integrated in node_base (and we can get rid of get_source_rgb and get_source_f functions)
2018-07-26 08:31:28 +02:00

36 lines
1.5 KiB
GDScript

tool
extends "res://addons/procedural_material/node_base.gd"
var amount = 0.0
func _ready():
set_slot(0, true, 0, Color(0.5, 0.5, 1), true, 0, Color(0.5, 0.5, 1))
set_slot(1, true, 0, Color(0.5, 0.5, 1), false, 0, Color(0.5, 0.5, 1))
initialize_properties([ $amount ])
func _get_shader_code(uv):
var rv = { defs="", code="" }
var src0 = get_source(0)
var src1 = get_source(1)
if src0 == null || src1 == null:
return rv
var variant_index = generated_variants.find(uv)
if variant_index == -1:
variant_index = generated_variants.size()
generated_variants.append(uv)
var src1_code0 = src1.get_shader_code(uv+"+vec2(0.01, 0.0)")
var src1_code1 = src1.get_shader_code(uv+"-vec2(0.01, 0.0)")
var src1_code2 = src1.get_shader_code(uv+"+vec2(0.0, 0.01)")
var src1_code3 = src1.get_shader_code(uv+"-vec2(0.0, 0.01)")
rv.defs = src1_code0.defs
rv.code = src1_code0.code+src1_code1.code+src1_code2.code+src1_code3.code
rv.code += "vec2 "+name+"_"+str(variant_index)+"_uv = "+uv+"+"+str(amount)+"*vec2("+get_source_f(src1_code0)+"-"+get_source_f(src1_code1)+", "+get_source_f(src1_code2)+"-"+get_source_f(src1_code3)+");\n"
var src0_code = src0.get_shader_code(name+"_"+str(variant_index)+"_uv")
rv.defs += src0_code.defs
rv.code += src0_code.code
rv.code += "vec3 "+name+"_"+str(variant_index)+"_rgb = "+get_source_rgb(src0_code)+";\n"
rv.code += "float "+name+"_"+str(variant_index)+"_f = "+get_source_f(src0_code)+";\n"
rv.rgb = name+"_"+str(variant_index)+"_rgb"
rv.f = name+"_"+str(variant_index)+"_f"
return rv