tool extends "res://addons/procedural_material/node_base.gd" var rows var columns var row_offset var mortar var bevel func _ready(): set_slot(0, false, 0, Color(0.5, 0.5, 1), true, 0, Color(0.5, 0.5, 1)) initialize_properties([ $HBoxContainer1/rows, $HBoxContainer2/columns, $HBoxContainer3/row_offset, $HBoxContainer4/mortar, $HBoxContainer5/bevel ]) func _get_shader_code(uv, slot = 0): var rv = { defs="", code="" } if generated_variants.empty(): rv.defs = "vec3 "+name+"_xyz(vec2 uv) { return bricks(uv, vec2("+str(columns)+", "+str(rows)+"), "+str(row_offset)+", "+str(mortar)+", "+str(max(0.001, bevel))+"); }\n" var variant_index = generated_variants.find(uv) if variant_index == -1: variant_index = generated_variants.size() generated_variants.append(uv) rv.code = "vec3 "+name+"_"+str(variant_index)+"_xyz = "+name+"_xyz("+uv+");\n" if slot == 0: rv.f = name+"_"+str(variant_index)+"_xyz.x" else: rv.rgb = "rand3("+name+"_"+str(variant_index)+"_xyz.yz)" return rv