material-maker/addons/procedural_material/transform.gd
RodZill4 9443940d9a More nodes and load/save
Added basic colorize and blend nodes
Started implementing loading and saving texture graphs (most nodes need an update to support this)
2018-07-22 23:25:05 +02:00

30 lines
779 B
GDScript

tool
extends "res://addons/procedural_material/node_base.gd"
var angle = 0.0
func _ready():
set_slot(0, true, 0, Color(0.5, 0.5, 1), true, 0, Color(0.5, 0.5, 1))
initialize_properties([ $rotate ])
func get_shader_code(uv):
var rv = { defs="", code="", uv=null }
var src = get_source()
if src == null:
return rv
rv.uv = name+"_uv("+uv+")"
var src_code = src.get_shader_code(rv.uv)
if !generated:
rv.defs = src_code.defs+"vec2 "+name+"_uv(vec2 uv) { return rotate(uv, "+str(angle)+"); }\n"
rv.code = src_code.code;
generated = true
if src_code.has("f"):
rv.f = src_code.f
if src_code.has("rgb"):
rv.rgb = src_code.rgb
return rv
func _on_Rotate_text_changed(new_text):
angle = float(new_text)*3.1415928/180.0
get_parent().get_parent().generate_shader()