material-maker/addons/procedural_material/blend.gd

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1.2 KiB
GDScript3
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tool
extends "res://addons/procedural_material/node_base.gd"
var amount = 0.0
func _ready():
set_slot(0, true, 0, Color(0.5, 0.5, 1), true, 0, Color(0.5, 0.5, 1))
set_slot(1, true, 0, Color(0.5, 0.5, 1), false, 0, Color(0.5, 0.5, 1))
set_slot(2, true, 0, Color(0.5, 0.5, 1), false, 0, Color(0.5, 0.5, 1))
initialize_properties([ $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="", uv=null, rgb=null, f=null }
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 = str(amount)
if src2 != null:
src2_code = src2.get_shader_code(uv)
amount_str = str(src2_code.f)
if !generated:
rv.defs = src0_code.defs+src1_code.defs+src2_code.defs
rv.code = src0_code.code+src1_code.code+src2_code.code
rv.code += "vec3 "+name+"_rgb = mix("+get_source_rgb(src0_code)+", "+get_source_rgb(src1_code)+", "+amount_str+");\n"
generated = true
rv.rgb = name+"_rgb"
return rv
func _get_state_variables():
return [ "amount" ]