tool extends "res://addons/procedural_material/node_base.gd" var amount = 0.0 func _ready(): set_slot(0, true, 0, Color(0.5, 0.5, 1), true, 0, Color(0.5, 0.5, 1)) set_slot(1, true, 0, Color(0.5, 0.5, 1), false, 0, Color(0.5, 0.5, 1)) initialize_properties([ $amount ]) func _get_shader_code(uv): var epsilon = 0.01 var rv = { defs="", code="" } var src0 = get_source(0) var src1 = get_source(1) if src0 == null || src1 == null: return rv var variant_index = generated_variants.find(uv) if variant_index == -1: variant_index = generated_variants.size() generated_variants.append(uv) var src1_code0 = src1.get_shader_code("fract(%s+vec2(%.9f, 0.0))" % [ uv, epsilon ]) var src1_code1 = src1.get_shader_code("fract(%s-vec2(%.9f, 0.0))" % [ uv, epsilon ]) var src1_code2 = src1.get_shader_code("fract(%s+vec2(0.0, %.9f))" % [ uv, epsilon ]) var src1_code3 = src1.get_shader_code("fract(%s-vec2(0.0, %.9f))" % [ uv, epsilon ]) rv.defs = src1_code0.defs rv.code = src1_code0.code+src1_code1.code+src1_code2.code+src1_code3.code rv.code += "vec2 %s_%d_uv = %s+%.9f*vec2((%s)-(%s), (%s)-(%s));\n" % [ name, variant_index, uv, amount, src1_code0.f, src1_code1.f, src1_code2.f, src1_code3.f ] var src0_code = src0.get_shader_code("%s_%d_uv" % [ name, variant_index ]) rv.defs += src0_code.defs rv.code += src0_code.code rv.code += "vec3 %s_%d_rgb = %s;\n" % [ name, variant_index, src0_code.rgb ] rv.code += "float %s_%d_f = %s;\n" % [ name, variant_index, src0_code.f ] rv.rgb = "%s_%d_rgb" % [ name, variant_index ] rv.f = "%s_%d_f" % [ name, variant_index ] return rv