tool extends "res://addons/material_maker/node_base.gd" 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() -> void: $HBoxContainer1/size.clear() for i in range(7): $HBoxContainer1/size.add_item(str(int(pow(2, 5+i))), i) $HBoxContainer1/size.selected = 5 input_texture = ImageTexture.new() final_texture = ImageTexture.new() initialize_properties([ $HBoxContainer1/size, $HBoxContainer2/direction ]) func _rerender() -> void: get_parent().renderer.precalculate_shader(input_shader, get_source().get_textures(), int(pow(2, 5+parameters.size)), input_texture, self, "pass_1", []) func pass_1() -> void: var convolution = CONVOLUTION convolution.epsilon=1.0/pow(2, 5+parameters.size) for i in range(8): convolution.kernel[INDICES[i]] = COEFS[(i+8-int(parameters.direction))%8] get_parent().renderer.precalculate_shader(get_convolution_shader(convolution), {input=input_texture}, int(pow(2, 5+parameters.size)), final_texture, self, "rerender_targets", []) func get_textures() -> Dictionary: var list = {} list[name] = final_texture return list func _get_shader_code(uv, slot = 0) -> Dictionary: var rv = { defs="", code="" } var src = get_source() if src == null: return rv input_shader = get_parent().renderer.generate_shader(src.get_shader_code_with_globals("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