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https://github.com/Relintai/material-maker.git
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ee0bc96f30
Updated all nodes so parameters are located in a "parameters" variable. Started writing a generic node model whose behavior is defined in a json file. Should be able to replace all generators so far. Wrote json files for bricks and noise nodes. Started preparing a custom node.
27 lines
1016 B
GDScript
27 lines
1016 B
GDScript
tool
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extends "res://addons/material_maker/node_base.gd"
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func _ready():
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set_slot(0, false, 0, Color(0.5, 0.5, 1), true, 0, Color(0.5, 0.5, 1))
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initialize_properties([ $HBoxContainer1/scale_x, $HBoxContainer2/scale_y, $HBoxContainer3/intensity ])
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func _get_shader_code(uv, slot = 0):
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var rv = { defs="", code="" }
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if generated_variants.empty():
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rv.defs = "vec4 %s_xyzw(vec2 uv) { return voronoi(uv, vec2(%f, %f), %.9f, %d); }\n" % [ name, parameters.scale_x, parameters.scale_y, parameters.intensity, get_seed() ]
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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 = "vec4 %s_%d_xyzw = %s_xyzw(%s);\n" % [ name, variant_index, name, uv ]
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if slot == 0:
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rv.f = "%s_%d_xyzw.z" % [ name, variant_index ]
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elif slot == 1:
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rv.f = "%s_%d_xyzw.w" % [ name, variant_index ]
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else:
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rv.rgb = "rand3(fract(%s_%d_xyzw.xy))" % [ name, variant_index ]
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return rv
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func _on_offset_changed():
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update_shaders()
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