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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-09 02:43:25 +08:00

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2.8 KiB
GDScript3
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@tool
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class_name VisualShaderNodeMathsNoiseSineWave extends ShaderLib
func _get_name() -> String:
return "NoiseSineWave"
func _get_category() -> String:
return "Maths/Wave"
func _get_description() -> String:
return "Returns the sine of the value of input in. For variance, psuedo-random noise is added to the amplitude of the sine wave, within a range determined by input min max."
func _get_return_icon_type() -> VisualShaderNode.PortType:
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var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_SCALAR
1:
return PORT_TYPE_VECTOR_2D
2:
return PORT_TYPE_VECTOR_3D
_:
return PORT_TYPE_VECTOR_4D
func _get_input_port_count() -> int:
return 2
func _get_input_port_name(port: int) -> String:
match port:
0:
return "in"
1, _:
return "min max"
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
match port:
0:
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var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_SCALAR
1:
return PORT_TYPE_VECTOR_2D
2:
return PORT_TYPE_VECTOR_3D
_:
return PORT_TYPE_VECTOR_4D
1:
return PORT_TYPE_VECTOR_2D
return PORT_TYPE_SCALAR
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func _get_input_port_default_value(port: int) -> Variant:
match port:
1:
return Vector2(0.0, 1.0)
_:
return null
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "out"
func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
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var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_SCALAR
1:
return PORT_TYPE_VECTOR_2D
2:
return PORT_TYPE_VECTOR_3D
_:
return PORT_TYPE_VECTOR_4D
func _get_property_count() -> int:
return 1
func _get_property_default_index(index: int) -> int:
return 0
func _get_property_name(index: int) -> String:
return ""
func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String:
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return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
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var input: String
var vector_index: int = get_option_index(0)
match vector_index:
0:
input = "0.0"
1:
input = "vec2(0.0)"
2:
input = "vec3(0.0)"
_:
input = "vec4(0.0)"
if input_vars[0]:
input = input_vars[0]
var min_max: String = input_vars[1]
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match vector_index:
0:
return output_vars[0] + " = noise_sine_wave(vec4(%s), %s).x;" % [input, min_max]
1:
return output_vars[0] + " = noise_sine_wave(vec4(%s, 0.0, 0.0), %s).xy;" % [input, min_max]
2:
return output_vars[0] + " = noise_sine_wave(vec4(%s, 0.0), %s).xyz;" % [input, min_max]
_:
return output_vars[0] + " = noise_sine_wave(%s, %s);" % [input, min_max]