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

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GDScript3
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tool
extends "res://addons/procedural_material/node_base.gd"
var scale_x
var scale_y
var intensity
func _ready():
set_slot(0, false, 0, Color(0.5, 0.5, 1), true, 0, Color(0.5, 0.5, 1))
initialize_properties([ $HBoxContainer1/scale_x, $HBoxContainer2/scale_y, $HBoxContainer3/intensity ])
func _get_shader_code(uv, slot = 0):
var rv = { defs="", code="" }
if generated_variants.empty():
rv.defs = "vec4 "+name+"_xyzw(vec2 uv) { return voronoi(uv, vec2(%f, %f), %.9f, %d); }\n" % [ scale_x, scale_y, intensity, get_seed() ]
var variant_index = generated_variants.find(uv)
if variant_index == -1:
variant_index = generated_variants.size()
generated_variants.append(uv)
rv.code = "vec4 "+name+"_"+str(variant_index)+"_xyzw = "+name+"_xyzw("+uv+");\n"
if slot == 0:
rv.f = name+"_"+str(variant_index)+"_xyzw.z"
elif slot == 1:
rv.f = name+"_"+str(variant_index)+"_xyzw.w"
else:
rv.rgb = "rand3("+name+"_"+str(variant_index)+"_xyzw.xy)"
return rv
func _on_offset_changed():
update_shaders()