extends MMGraphNodeBase static func generate_debug_shader(src_code) -> String: var code code = "" var file = File.new() file.open("res://addons/material_maker/common.shader", File.READ) var file_contents = file.get_as_text() code += file_contents.right(file_contents.find("//---")) code += "\n" if src_code.has("textures"): for t in src_code.textures.keys(): code += "uniform sampler2D "+t+";\n" if src_code.has("globals"): for g in src_code.globals: code += g var shader_code = src_code.defs shader_code += "\nvoid mainImage(out vec4 fragColor, in vec2 fragCoord) {\nfloat minSize = min(iResolution.x, iResolution.y);\nvec2 UV = vec2(0.0, 1.0) + vec2(1.0, -1.0) * (fragCoord-0.5*(iResolution.xy-vec2(minSize)))/minSize;\n" shader_code += src_code.code if src_code.has("rgba"): shader_code += "fragColor = "+src_code.rgba+";\n" else: shader_code += "fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" shader_code += "}\n" #print("GENERATED SHADER:\n"+shader_code) code += shader_code code = code.replace("uniform", "const") code = code.replace("elapsed_time", "iTime") return code func _on_Button_pressed() -> void: var src = generator.get_source(0) if src != null: var context : MMGenContext = MMGenContext.new() var source = src.generator.get_shader_code("UV", src.output_index, context) var popup = preload("res://material_maker/nodes/debug/debug_popup.tscn").instance() get_parent().add_child(popup) popup.show_code(generate_debug_shader(source))