mirror of
https://github.com/Relintai/material-maker.git
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160 lines
3.8 KiB
Plaintext
160 lines
3.8 KiB
Plaintext
[gd_scene load_steps=14 format=2]
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[ext_resource path="res://material_maker/widgets/histogram/histogram.gd" type="Script" id=1]
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[sub_resource type="Shader" id=1]
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resource_local_to_scene = true
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code = "shader_type canvas_item;
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render_mode blend_disabled;
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uniform sampler2D tex;
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void fragment() {
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COLOR = texture(tex, UV);
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}
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"
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[sub_resource type="ImageTexture" id=2]
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resource_local_to_scene = true
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[sub_resource type="ShaderMaterial" id=3]
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resource_local_to_scene = true
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shader = SubResource( 1 )
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shader_param/tex = SubResource( 2 )
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[sub_resource type="Shader" id=4]
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code = "shader_type canvas_item;
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render_mode blend_disabled;
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uniform sampler2D tex;
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void fragment() {
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vec4 sum = vec4(0.0);
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for (int i = 0; i < 128; ++i) {
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sum += step(abs(texture(tex, vec2(UV.x, float(i)/127.0))-UV.y), vec4(0.02));
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}
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COLOR = sum/255.0;
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}
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"
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[sub_resource type="ViewportTexture" id=5]
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viewport_path = NodePath("ViewportImage")
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[sub_resource type="ShaderMaterial" id=6]
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resource_local_to_scene = true
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shader = SubResource( 4 )
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shader_param/tex = SubResource( 5 )
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[sub_resource type="Shader" id=7]
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code = "shader_type canvas_item;
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render_mode blend_disabled;
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uniform sampler2D tex;
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void fragment() {
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vec4 sum = vec4(0.0);
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for (int i = 0; i < 128; ++i) {
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sum += texture(tex, vec2(float(i)/127.0, UV.x));
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}
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COLOR = sum/255.0;
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}"
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[sub_resource type="ViewportTexture" id=8]
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viewport_path = NodePath("ViewportHistogram1")
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[sub_resource type="ShaderMaterial" id=9]
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resource_local_to_scene = true
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shader = SubResource( 7 )
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shader_param/tex = SubResource( 8 )
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[sub_resource type="Shader" id=10]
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code = "shader_type canvas_item;
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uniform sampler2D tex;
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render_mode blend_disabled;
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void fragment() {
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if (abs(fract(UV.y+0.05)) < 0.1) {
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COLOR = vec4(vec3(UV.x), 1.0);
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} else {
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vec4 highest = vec4(0.0);
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for (int i = 0; i < 128; ++i) {
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highest = max(highest, texture(tex, vec2(float(i)/128.0, 0.0)));
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}
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vec4 value = step(vec4(0.95-UV.y)*highest/0.9, texture(tex, vec2(UV.x, 0.0)));
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float alpha = step(0.1, dot(value, vec4(1.0)));
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COLOR = vec4(mix(value.rgb, vec3(0.5), 0.3*value.a), alpha);
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}
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}"
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[sub_resource type="ViewportTexture" id=11]
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flags = 4
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viewport_path = NodePath("ViewportHistogram2")
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[sub_resource type="ShaderMaterial" id=12]
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resource_local_to_scene = true
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shader = SubResource( 10 )
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shader_param/tex = SubResource( 11 )
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[node name="Histogram" type="Control" groups=[
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"preview",
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]]
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margin_right = 64.0
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margin_bottom = 64.0
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script = ExtResource( 1 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="ViewportImage" type="Viewport" parent="."]
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size = Vector2( 256, 256 )
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transparent_bg = true
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hdr = false
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usage = 0
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render_target_v_flip = true
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render_target_update_mode = 1
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[node name="ColorRect" type="ColorRect" parent="ViewportImage"]
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material = SubResource( 3 )
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margin_right = 256.0
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margin_bottom = 128.0
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rect_min_size = Vector2( 256, 256 )
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[node name="ViewportHistogram1" type="Viewport" parent="."]
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size = Vector2( 128, 128 )
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own_world = true
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transparent_bg = true
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disable_3d = true
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keep_3d_linear = true
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render_target_v_flip = true
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render_target_update_mode = 1
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[node name="ColorRect" type="ColorRect" parent="ViewportHistogram1"]
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material = SubResource( 6 )
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margin_right = 128.0
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margin_bottom = 128.0
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rect_min_size = Vector2( 128, 128 )
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[node name="ViewportHistogram2" type="Viewport" parent="."]
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size = Vector2( 128, 2 )
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transparent_bg = true
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disable_3d = true
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keep_3d_linear = true
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render_target_v_flip = true
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render_target_update_mode = 3
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[node name="ColorRect" type="ColorRect" parent="ViewportHistogram2"]
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material = SubResource( 9 )
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margin_right = 128.0
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margin_bottom = 2.0
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rect_min_size = Vector2( 128, 2 )
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[node name="Control" type="ColorRect" parent="."]
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material = SubResource( 12 )
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anchor_right = 1.0
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anchor_bottom = 1.0
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[connection signal="visibility_changed" from="." to="." method="_on_Histogram_visibility_changed"]
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