material-maker/material_maker/widgets/histogram/histogram.tscn

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[gd_scene load_steps=13 format=2]
[ext_resource path="res://material_maker/widgets/histogram/histogram.gd" type="Script" id=1]
[sub_resource type="Shader" id=1]
resource_local_to_scene = true
code = "shader_type canvas_item;
render_mode blend_disabled;
void fragment() {
COLOR = vec4(0.0);
}
"
[sub_resource type="ShaderMaterial" id=3]
resource_local_to_scene = true
shader = SubResource( 1 )
[sub_resource type="Shader" id=4]
code = "shader_type canvas_item;
render_mode blend_disabled;
uniform sampler2D tex;
uniform float size = 256;
void fragment() {
float e = 1.0/size;
vec4 sum = vec4(0.0);
for (float y = 0.5*e; y < 1.0; y += e) {
sum += max(vec4(0.0), vec4(1.0)-16.0*abs(texture(tex, vec2(UV.x, y))-UV.y));
}
COLOR = sum/size;
}
"
[sub_resource type="ViewportTexture" id=5]
viewport_path = NodePath("ViewportImage")
[sub_resource type="ShaderMaterial" id=6]
resource_local_to_scene = true
shader = SubResource( 4 )
shader_param/size = 256
shader_param/tex = SubResource( 5 )
[sub_resource type="Shader" id=7]
code = "shader_type canvas_item;
render_mode blend_disabled;
uniform sampler2D tex;
uniform float size = 256;
void fragment() {
float e = 1.0/size;
vec4 sum = vec4(0.0);
for (float y = 0.5*e; y < 1.0; y += e) {
sum += texture(tex, vec2(y, UV.x));
}
COLOR = sum/size;
}"
[sub_resource type="ViewportTexture" id=8]
viewport_path = NodePath("ViewportHistogram1")
[sub_resource type="ShaderMaterial" id=9]
resource_local_to_scene = true
shader = SubResource( 7 )
shader_param/size = 256
shader_param/tex = SubResource( 8 )
[sub_resource type="Shader" id=10]
code = "shader_type canvas_item;
render_mode blend_disabled;
uniform sampler2D tex;
uniform float gradient_width = 0.1;
void fragment() {
if (abs(fract(UV.y+gradient_width)) < 2.0*gradient_width) {
COLOR = vec4(vec3(UV.x), 1.0);
} else {
float e = 1.0/256.0;
vec4 highest = vec4(0.0);
for (float x = 0.5*e; x < 1.0; x += e) {
highest = max(highest, texture(tex, vec2(x, 0.0)));
}
vec4 raw_value = texture(tex, vec2(UV.x, 0.0));
vec4 value = step(vec4(1.0-gradient_width-UV.y)*highest/(1.0-2.0*gradient_width), raw_value);
float alpha = step(2.0*gradient_width, dot(value, vec4(1.0)));
COLOR = vec4(mix(value.rgb, vec3(0.5), 0.3*value.a), alpha);
}
}"
[sub_resource type="ViewportTexture" id=11]
flags = 4
viewport_path = NodePath("ViewportHistogram2")
[sub_resource type="ShaderMaterial" id=12]
resource_local_to_scene = true
shader = SubResource( 10 )
shader_param/gradient_width = 0.1
shader_param/tex = SubResource( 11 )
[node name="Histogram" type="Control" groups=["preview"]]
margin_right = 64.0
margin_bottom = 64.0
script = ExtResource( 1 )
[node name="ViewportImage" type="Viewport" parent="."]
size = Vector2( 256, 256 )
transparent_bg = true
hdr = false
usage = 0
render_target_v_flip = true
render_target_update_mode = 1
[node name="ColorRect" type="ColorRect" parent="ViewportImage"]
material = SubResource( 3 )
margin_right = 256.0
margin_bottom = 256.0
[node name="ViewportHistogram1" type="Viewport" parent="."]
size = Vector2( 256, 256 )
own_world = true
transparent_bg = true
disable_3d = true
keep_3d_linear = true
render_target_v_flip = true
render_target_update_mode = 1
[node name="ColorRect" type="ColorRect" parent="ViewportHistogram1"]
material = SubResource( 6 )
margin_right = 256.0
margin_bottom = 256.0
[node name="ViewportHistogram2" type="Viewport" parent="."]
size = Vector2( 256, 2 )
transparent_bg = true
disable_3d = true
keep_3d_linear = true
render_target_v_flip = true
render_target_update_mode = 1
[node name="ColorRect" type="ColorRect" parent="ViewportHistogram2"]
material = SubResource( 9 )
margin_right = 256.0
margin_bottom = 2.0
[node name="Control" type="ColorRect" parent="."]
material = SubResource( 12 )
anchor_right = 1.0
anchor_bottom = 1.0