material-maker/addons/procedural_material/nodes/blend.gd
RodZill4 dffc6fc790 Finished GradientEditor and improved preview
Now gradient editor can remove points.
Improved preview:
- added panorama to 3d preview (with panoramas from the godot material demo)
- texture preview can be maximized
2018-07-28 21:21:05 +02:00

43 lines
1.2 KiB
GDScript

tool
extends "res://addons/procedural_material/node_base.gd"
var amount = 0.0
const blend_types = [
{ name="Normal", shortname="normal" }
]
func _ready():
initialize_properties([ $HBoxContainer/amount ])
func color_to_string(c):
return "vec3("+str(c.r)+","+str(c.g)+","+str(c.b)+")"
func _get_shader_code(uv):
var rv = { defs="", code="" }
var src0 = get_source(0)
var src1 = get_source(1)
var src2 = get_source(2)
if src0 == null or src1 == null:
return rv
var src0_code = src0.get_shader_code(uv)
var src1_code = src1.get_shader_code(uv)
var src2_code = { defs="", code="" }
var amount_str = "%.9f" % amount
if src2 != null:
src2_code = src2.get_shader_code(uv)
amount_str = src2_code.f
if generated_variants.empty():
rv.defs = src0_code.defs+src1_code.defs+src2_code.defs
var variant_index = generated_variants.find(uv)
if variant_index == -1:
variant_index = generated_variants.size()
generated_variants.append(uv)
rv.code = src0_code.code+src1_code.code+src2_code.code
rv.code += "vec3 "+name+"_"+str(variant_index)+"_rgb = mix("+get_source_rgb(src0_code)+", "+get_source_rgb(src1_code)+", "+amount_str+");\n"
rv.rgb = name+"_"+str(variant_index)+"_rgb"
return rv
func _get_state_variables():
return [ "amount" ]