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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-10 03:08:46 +08:00

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GDScript3
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2023-10-13 21:35:12 +05:30
@tool
class_name VisualShaderNodeProceduralRoundedRectangle extends VisualShaderNodeCustom
func _init() -> void:
output_port_for_preview = 0
func _get_name() -> String:
return "RoundedRectangle"
func _get_category() -> String:
return "Procedural/Shapes"
func _get_description() -> String:
return "Generates a rounded rectangle shape based on input UV at the size specified by inputs width and height. The radius of each corner is defined by input radius."
func _get_return_icon_type() -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR
func _get_input_port_count() -> int:
return 4
func _get_input_port_name(port: int) -> String:
match port:
0:
return "uv"
1:
return "width"
2:
return "height"
3:
return "radius"
return ""
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
match port:
0:
return PORT_TYPE_VECTOR_2D
1, 2, 3:
return PORT_TYPE_SCALAR
return PORT_TYPE_SCALAR
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func _get_input_port_default_value(port: int) -> Variant:
match port:
1, 2:
return 0.5
3:
return 1.0
_:
return null
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func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "output"
func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("RoundedRectangle.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"
if input_vars[0]:
uv = input_vars[0]
var width: String = input_vars[1]
var height: String = input_vars[2]
var radius: String = input_vars[3]
return output_vars[0] + " = rounded_rectangle_shape(%s, %s, %s, %s);" % [uv, width, height, radius]