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https://github.com/Relintai/material-maker.git
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4c75ca8565
Added blend modes (Dissolve, Multiply, Screen, Overlay, Hard Light, Soft Light). Fixed color popup position in the GradientEditor. Fixed initial panoram shown in preview.
50 lines
1.6 KiB
GDScript
50 lines
1.6 KiB
GDScript
tool
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extends "res://addons/procedural_material/node_base.gd"
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var blend_type = 0
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var amount = 0.0
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const BLEND_TYPES = [
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{ name="Normal", shortname="normal" },
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{ name="Dissolve", shortname="dissolve" },
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{ name="Multiply", shortname="multiply" },
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{ name="Screen", shortname="screen" },
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{ name="Overlay", shortname="overlay" },
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{ name="Hard Light", shortname="hard_light" },
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{ name="Soft Light", shortname="soft_light" }
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]
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func _ready():
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$blend_type.clear()
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for i in range(BLEND_TYPES.size()):
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$blend_type.add_item(BLEND_TYPES[i].name, i)
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initialize_properties([ $blend_type, $HBoxContainer/amount ])
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func _get_shader_code(uv):
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var rv = { defs="", code="" }
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var src0 = get_source(0)
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var src1 = get_source(1)
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var src2 = get_source(2)
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if src0 == null or src1 == null:
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return rv
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var src0_code = src0.get_shader_code(uv)
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var src1_code = src1.get_shader_code(uv)
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var src2_code = { defs="", code="" }
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var amount_str = "%.9f" % amount
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if src2 != null:
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src2_code = src2.get_shader_code(uv)
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amount_str = src2_code.f
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if generated_variants.empty():
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rv.defs = src0_code.defs+src1_code.defs+src2_code.defs
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var variant_index = generated_variants.find(uv)
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if variant_index == -1:
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variant_index = generated_variants.size()
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generated_variants.append(uv)
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rv.code = src0_code.code+src1_code.code+src2_code.code
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rv.code += "vec3 %s_%d_rgb = blend_%s(%s, %s, %s, %s);\n" % [ name, variant_index, BLEND_TYPES[blend_type].shortname, uv, src0_code.rgb, src1_code.rgb, amount_str ]
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rv.rgb = "%s_%d_rgb" % [ name, variant_index ]
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return rv
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func _get_state_variables():
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return [ "amount" ]
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