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

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1.5 KiB
GDScript3
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tool
extends "res://addons/procedural_material/node_base.gd"
var direction = 0
var input_shader = ""
var input_texture
var final_texture
const CONVOLUTION = {
x=1,
y=1,
kernel=[
1, 2, 1,
0, 0, 0,
-1, -2, -1
],
epsilon=1.0/1024,
scale=0.5,
translate=Vector3(0.5, 0.5, 0.5)
}
const INDICES = [ 0, 1, 2, 5, 8, 7, 6, 3 ]
const COEFS = [ 1, 2, 1, 0, -1, -2, -1, 0 ]
func _ready():
input_texture = ImageTexture.new()
final_texture = ImageTexture.new()
initialize_properties([ $direction ])
func _rerender():
get_parent().precalculate_shader(input_shader, get_source().get_textures(), 1024, input_texture, self, "pass_1", [])
func pass_1():
var convolution = CONVOLUTION
for i in range(8):
convolution.kernel[INDICES[i]] = COEFS[(i+8-int(direction))%8]
get_parent().precalculate_shader(get_convolution_shader(convolution), {input=input_texture}, 1024, final_texture, self, "rerender_targets", [])
func get_textures():
var list = {}
list[name] = final_texture
return list
func _get_shader_code(uv):
var rv = { defs="", code="" }
var src = get_source()
if src == null:
return rv
input_shader = do_generate_shader(src.get_shader_code("UV"))
_rerender()
if generated_variants.empty():
rv.defs = "uniform sampler2D %s_tex;\n" % [ name ]
var variant_index = generated_variants.find(uv)
if variant_index == -1:
variant_index = generated_variants.size()
generated_variants.append(uv)
rv.code = "vec3 %s_%d_rgb = texture(%s_tex, %s).rgb;\n" % [ name, variant_index, name, uv ]
rv.rgb = "%s_%d_rgb" % [ name, variant_index ]
return rv