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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-05 00:53:36 +08:00

Maths nodes refactored, Smoothmin and Smoothmax nodes added

This commit is contained in:
Digvijaysinh Gohil 2024-07-03 00:01:09 +05:30
parent 45ddc1f6a2
commit 3cf0e2d38a
14 changed files with 191 additions and 40 deletions

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@ -0,0 +1,56 @@
@tool
class_name VisualShaderNodeScalarSmoothMax extends VisualShaderNodeCustom
func _get_name() -> String:
return "SmoothMax"
func _get_category() -> String:
return "Maths/Scalar"
func _get_description() -> String:
return "Returns the maximum value between A and B, but smooths out the intersections of A and B based on T."
func _get_return_icon_type() -> PortType:
return PORT_TYPE_SCALAR
func _get_input_port_count() -> int:
return 3
func _get_input_port_name(port: int) -> String:
match port:
0:
return "a"
1:
return "b"
_:
return "t"
func _get_input_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_input_port_default_value(port: int) -> Variant:
match port:
2:
return 0.5
_:
return 0.0
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "op"
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("SmoothMax.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var a: String = input_vars[0]
var b: String = input_vars[1]
var t: String = input_vars[2]
return output_vars[0] + " = smoothmax(%s, %s, %s);" % [a, b, t]

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@ -0,0 +1,4 @@
float smoothmax(float a, float b, float t) {
float h = clamp(.5 + .5 * (b - a) / -t, 0, 1);
return mix(b, a, h) + t * h * (1. - h);
}

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@ -0,0 +1,56 @@
@tool
class_name VisualShaderNodeScalarSmoothMin extends VisualShaderNodeCustom
func _get_name() -> String:
return "SmoothMin"
func _get_category() -> String:
return "Maths/Scalar"
func _get_description() -> String:
return "Returns the minimum value between A and B, but smooths out the intersections of A and B based on T."
func _get_return_icon_type() -> PortType:
return PORT_TYPE_SCALAR
func _get_input_port_count() -> int:
return 3
func _get_input_port_name(port: int) -> String:
match port:
0:
return "a"
1:
return "b"
_:
return "t"
func _get_input_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_input_port_default_value(port: int) -> Variant:
match port:
2:
return 0.5
_:
return 0.0
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "op"
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("SmoothMin.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var a: String = input_vars[0]
var b: String = input_vars[1]
var t: String = input_vars[2]
return output_vars[0] + " = smoothmin(%s, %s, %s);" % [a, b, t]

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@ -0,0 +1,4 @@
float smoothmin(float a, float b, float t) {
float h = clamp(.5 + .5 * (b - a) / t, 0, 1);
return mix(b, a, h) - t * h * (1. - h);
}

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@ -62,6 +62,10 @@ func _get_property_name(index: int) -> String:
func _get_property_options(index: int) -> PackedStringArray:
return ["Vector2", "Vector3"]
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("Project.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var vector_a: String = input_vars[0]
var vector_b: String = input_vars[1]
@ -69,6 +73,6 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
match vector_index:
0:
return output_vars[0] + " = vec2(%s.xy) * (dot(%s.xy, %s.xy) / dot(%s.xy, %s.xy));" % [vector_b, vector_a, vector_b, vector_b, vector_b]
return output_vars[0] + " = project_2d(%s, %s);" % [vector_a, vector_b]
_:
return output_vars[0] + " = %s * (dot(%s, %s) / dot(%s, %s));" % [vector_b, vector_a, vector_b, vector_b, vector_b]
return output_vars[0] + " = project_3d(%s, %s);" % [vector_a, vector_b]

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@ -0,0 +1,7 @@
vec2 project_2d(vec2 a, vec2 b) {
return b * (dot(a, b) / dot(b, b));
}
vec3 project_3d(vec3 a, vec3 b) {
return b * (dot(a, b) / dot(b, b));
}

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@ -11,12 +11,7 @@ func _get_description() -> String:
return "Projects a vector onto a plane defined by a normal orthogonal to the plane."
func _get_return_icon_type() -> PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_VECTOR_2D
_:
return PORT_TYPE_VECTOR_3D
return PORT_TYPE_VECTOR_3D
func _get_input_port_count() -> int:
return 2
@ -29,12 +24,7 @@ func _get_input_port_name(port: int) -> String:
return "plane normal"
func _get_input_port_type(port: int) -> PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_VECTOR_2D
_:
return PORT_TYPE_VECTOR_3D
return PORT_TYPE_VECTOR_3D
func _get_output_port_count() -> int:
return 1
@ -43,31 +33,13 @@ func _get_output_port_name(port: int) -> String:
return "vector"
func _get_output_port_type(port: int) -> PortType:
var vector_index: int = get_option_index(0)
match vector_index:
0:
return PORT_TYPE_VECTOR_2D
_:
return PORT_TYPE_VECTOR_3D
return PORT_TYPE_VECTOR_3D
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 ["Vector2", "Vector3"]
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("ProjectOnPlane.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var vector_a: String = input_vars[0]
var plane_normal: String = input_vars[1]
var vector_index: int = get_option_index(0)
match vector_index:
0:
return output_vars[0] + " = %s.xy - (%s.xy * (dot(%s.xy, %s.xy) / dot(%s.xy, %s.xy)));" % [vector_a, plane_normal, vector_a, plane_normal, plane_normal, plane_normal]
_:
return output_vars[0] + " = %s - (%s * (dot(%s, %s) / dot(%s, %s)));" % [vector_a, plane_normal, vector_a, plane_normal, plane_normal, plane_normal]
return output_vars[0] + " = project_on_plane(%s, %s);" % [vector_a, plane_normal]

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@ -0,0 +1,3 @@
vec3 project_on_plane(vec3 vector, vec3 plane_normal) {
return vector - (plane_normal * (dot(vector, plane_normal) / dot(plane_normal, plane_normal)));
}

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@ -70,6 +70,10 @@ func _get_property_name(index: int) -> String:
func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("SawtoothWave.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String
var vector_index: int = get_option_index(0)
@ -86,4 +90,12 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
if input_vars[0]:
input = input_vars[0]
return output_vars[0] + " = 2.0 * (%s - floor(0.5 + %s));" % [input, input]
match vector_index:
0:
return output_vars[0] + " = sawtooth_wave(vec4(%s)).x;" % [input]
1:
return output_vars[0] + " = sawtooth_wave(vec4(%s, 0.0, 0.0)).xy;" % [input]
2:
return output_vars[0] + " = sawtooth_wave(vec4(%s, 0.0)).xyz;" % [input]
_:
return output_vars[0] + " = sawtooth_wave(%s);" % [input]

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@ -0,0 +1,3 @@
vec4 sawtooth_wave(vec4 input) {
return 2. * (input - floor(.5 + input));
}

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@ -71,6 +71,10 @@ func _get_property_name(index: int) -> String:
func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("SquareWave.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String
var vector_index: int = get_option_index(0)
@ -87,4 +91,12 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
if input_vars[0]:
input = input_vars[0]
return output_vars[0] + " = 1.0 - 2.0 * round(fract(%s));" % [input]
match vector_index:
0:
return output_vars[0] + " = square_wave(vec4(%s)).x;" % [input]
1:
return output_vars[0] + " = square_wave(vec4(%s, 0.0, 0.0)).xy;" % [input]
2:
return output_vars[0] + " = square_wave(vec4(%s, 0.0)).xyz;" % [input]
_:
return output_vars[0] + " = square_wave(%s);" % [input]

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@ -0,0 +1,3 @@
vec4 square_wave(vec4 input) {
return 1. - 2. * round(fract(input));
}

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@ -69,6 +69,10 @@ func _get_property_name(index: int) -> String:
func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("TriangleWave.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String
var vector_index: int = get_option_index(0)
@ -85,4 +89,12 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
if input_vars[0]:
input = input_vars[0]
return output_vars[0] + " = 2.0 * abs(2.0 * (%s - floor(0.5 + %s))) - 1.0;" % [input, input]
match vector_index:
0:
return output_vars[0] + " = triangle_wave(vec4(%s)).x;" % [input]
1:
return output_vars[0] + " = triangle_wave(vec4(%s, 0.0, 0.0)).xy;" % [input]
2:
return output_vars[0] + " = triangle_wave(vec4(%s, 0.0)).xyz;" % [input]
_:
return output_vars[0] + " = triangle_wave(%s);" % [input]

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@ -0,0 +1,3 @@
vec4 triangle_wave(vec4 input) {
return 2. * abs(2. * (input - floor(.5 + input))) - 1.;
}