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Godot-Shader-Lib/addons/ShaderLib/UV/TilingAndOffsetUV.gd

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2023-10-12 19:07:47 +05:30
@tool
class_name VisualShaderNodeUVTilingAndOffset extends VisualShaderNodeCustom
func _init() -> void:
_set_input_port_default_value(1, Vector2(1.0, 1.0))
_set_input_port_default_value(2, Vector2(0.0, 0.0))
output_port_for_preview = 0
func _get_name() -> String:
return "TilingAndOffset"
func _get_category() -> String:
return "UV"
func _get_description() -> String:
return "Tiles and offsets the value of input UV by the inputs Tiling and Offset respectively. This is commonly used for detail maps and scrolling textures over TIME."
func _get_return_icon_type() -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_input_port_count() -> int:
return 3
func _get_input_port_name(port: int) -> String:
match port:
0:
return "uv"
1:
return "tiling"
2:
return "offset"
return ""
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
match port:
0, 1, 2:
return PORT_TYPE_VECTOR_2D
return PORT_TYPE_SCALAR
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "uv"
func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String
match mode:
0, 1:
uv = "UV"
_:
uv = "vec2(0.0)"
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if input_vars[0]:
uv = input_vars[0]
var tiling: String = input_vars[1]
var offset: String = input_vars[2]
return output_vars[0] + " = %s * %s + %s;" % [uv, tiling, offset]