material-maker/addons/procedural_material/nodes/blend.gd

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1.6 KiB
GDScript3
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tool
extends "res://addons/procedural_material/node_base.gd"
var blend_type = 0
var amount = 0.0
const BLEND_TYPES = [
{ name="Normal", shortname="normal" },
{ name="Dissolve", shortname="dissolve" },
{ name="Multiply", shortname="multiply" },
{ name="Screen", shortname="screen" },
{ name="Overlay", shortname="overlay" },
{ name="Hard Light", shortname="hard_light" },
{ name="Soft Light", shortname="soft_light" }
]
func _ready():
$blend_type.clear()
for i in range(BLEND_TYPES.size()):
$blend_type.add_item(BLEND_TYPES[i].name, i)
initialize_properties([ $blend_type, $HBoxContainer/amount ])
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 %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 ]
rv.rgb = "%s_%d_rgb" % [ name, variant_index ]
return rv
func _get_state_variables():
return [ "amount" ]