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:
parent
45ddc1f6a2
commit
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56
addons/ShaderLib/Maths/Scalar/SmoothMax.gd
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56
addons/ShaderLib/Maths/Scalar/SmoothMax.gd
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@ -0,0 +1,56 @@
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@tool
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class_name VisualShaderNodeScalarSmoothMax extends VisualShaderNodeCustom
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func _get_name() -> String:
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return "SmoothMax"
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func _get_category() -> String:
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return "Maths/Scalar"
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func _get_description() -> String:
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return "Returns the maximum value between A and B, but smooths out the intersections of A and B based on T."
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func _get_return_icon_type() -> PortType:
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return PORT_TYPE_SCALAR
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func _get_input_port_count() -> int:
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return 3
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func _get_input_port_name(port: int) -> String:
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match port:
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0:
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return "a"
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1:
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return "b"
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_:
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return "t"
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func _get_input_port_type(port: int) -> PortType:
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return PORT_TYPE_SCALAR
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func _get_input_port_default_value(port: int) -> Variant:
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match port:
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2:
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return 0.5
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_:
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return 0.0
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func _get_output_port_count() -> int:
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return 1
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func _get_output_port_name(port: int) -> String:
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return "op"
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func _get_output_port_type(port: int) -> PortType:
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return PORT_TYPE_SCALAR
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("SmoothMax.gdshaderinc").code
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return code
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func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
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var a: String = input_vars[0]
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var b: String = input_vars[1]
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var t: String = input_vars[2]
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return output_vars[0] + " = smoothmax(%s, %s, %s);" % [a, b, t]
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4
addons/ShaderLib/Maths/Scalar/SmoothMax.gdshaderinc
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4
addons/ShaderLib/Maths/Scalar/SmoothMax.gdshaderinc
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@ -0,0 +1,4 @@
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float smoothmax(float a, float b, float t) {
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float h = clamp(.5 + .5 * (b - a) / -t, 0, 1);
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return mix(b, a, h) + t * h * (1. - h);
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}
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56
addons/ShaderLib/Maths/Scalar/SmoothMin.gd
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56
addons/ShaderLib/Maths/Scalar/SmoothMin.gd
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@ -0,0 +1,56 @@
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@tool
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class_name VisualShaderNodeScalarSmoothMin extends VisualShaderNodeCustom
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func _get_name() -> String:
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return "SmoothMin"
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func _get_category() -> String:
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return "Maths/Scalar"
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func _get_description() -> String:
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return "Returns the minimum value between A and B, but smooths out the intersections of A and B based on T."
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func _get_return_icon_type() -> PortType:
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return PORT_TYPE_SCALAR
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func _get_input_port_count() -> int:
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return 3
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func _get_input_port_name(port: int) -> String:
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match port:
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0:
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return "a"
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1:
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return "b"
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_:
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return "t"
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func _get_input_port_type(port: int) -> PortType:
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return PORT_TYPE_SCALAR
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func _get_input_port_default_value(port: int) -> Variant:
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match port:
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2:
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return 0.5
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_:
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return 0.0
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func _get_output_port_count() -> int:
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return 1
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func _get_output_port_name(port: int) -> String:
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return "op"
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func _get_output_port_type(port: int) -> PortType:
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return PORT_TYPE_SCALAR
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("SmoothMin.gdshaderinc").code
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return code
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func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
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var a: String = input_vars[0]
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var b: String = input_vars[1]
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var t: String = input_vars[2]
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return output_vars[0] + " = smoothmin(%s, %s, %s);" % [a, b, t]
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4
addons/ShaderLib/Maths/Scalar/SmoothMin.gdshaderinc
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4
addons/ShaderLib/Maths/Scalar/SmoothMin.gdshaderinc
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@ -0,0 +1,4 @@
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float smoothmin(float a, float b, float t) {
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float h = clamp(.5 + .5 * (b - a) / t, 0, 1);
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return mix(b, a, h) - t * h * (1. - h);
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}
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@ -62,6 +62,10 @@ func _get_property_name(index: int) -> String:
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func _get_property_options(index: int) -> PackedStringArray:
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return ["Vector2", "Vector3"]
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("Project.gdshaderinc").code
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return code
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func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
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var vector_a: String = input_vars[0]
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var vector_b: String = input_vars[1]
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@ -69,6 +73,6 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
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match vector_index:
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0:
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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]
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return output_vars[0] + " = project_2d(%s, %s);" % [vector_a, vector_b]
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_:
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return output_vars[0] + " = %s * (dot(%s, %s) / dot(%s, %s));" % [vector_b, vector_a, vector_b, vector_b, vector_b]
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return output_vars[0] + " = project_3d(%s, %s);" % [vector_a, vector_b]
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7
addons/ShaderLib/Maths/Vector/Project.gdshaderinc
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7
addons/ShaderLib/Maths/Vector/Project.gdshaderinc
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@ -0,0 +1,7 @@
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vec2 project_2d(vec2 a, vec2 b) {
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return b * (dot(a, b) / dot(b, b));
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}
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vec3 project_3d(vec3 a, vec3 b) {
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return b * (dot(a, b) / dot(b, b));
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}
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@ -11,12 +11,7 @@ func _get_description() -> String:
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return "Projects a vector onto a plane defined by a normal orthogonal to the plane."
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func _get_return_icon_type() -> PortType:
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var vector_index: int = get_option_index(0)
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match vector_index:
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0:
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return PORT_TYPE_VECTOR_2D
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_:
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return PORT_TYPE_VECTOR_3D
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return PORT_TYPE_VECTOR_3D
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func _get_input_port_count() -> int:
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return 2
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@ -29,12 +24,7 @@ func _get_input_port_name(port: int) -> String:
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return "plane normal"
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func _get_input_port_type(port: int) -> PortType:
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var vector_index: int = get_option_index(0)
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match vector_index:
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0:
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return PORT_TYPE_VECTOR_2D
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_:
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return PORT_TYPE_VECTOR_3D
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return PORT_TYPE_VECTOR_3D
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func _get_output_port_count() -> int:
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return 1
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@ -43,31 +33,13 @@ func _get_output_port_name(port: int) -> String:
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return "vector"
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func _get_output_port_type(port: int) -> PortType:
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var vector_index: int = get_option_index(0)
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match vector_index:
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0:
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return PORT_TYPE_VECTOR_2D
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_:
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return PORT_TYPE_VECTOR_3D
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return PORT_TYPE_VECTOR_3D
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func _get_property_count() -> int:
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return 1
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func _get_property_default_index(index: int) -> int:
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return 0
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func _get_property_name(index: int) -> String:
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return ""
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func _get_property_options(index: int) -> PackedStringArray:
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return ["Vector2", "Vector3"]
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("ProjectOnPlane.gdshaderinc").code
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return code
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func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
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var vector_a: String = input_vars[0]
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var plane_normal: String = input_vars[1]
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var vector_index: int = get_option_index(0)
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match vector_index:
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0:
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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]
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_:
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return output_vars[0] + " = %s - (%s * (dot(%s, %s) / dot(%s, %s)));" % [vector_a, plane_normal, vector_a, plane_normal, plane_normal, plane_normal]
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return output_vars[0] + " = project_on_plane(%s, %s);" % [vector_a, plane_normal]
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3
addons/ShaderLib/Maths/Vector/ProjectOnPlane.gdshaderinc
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3
addons/ShaderLib/Maths/Vector/ProjectOnPlane.gdshaderinc
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vec3 project_on_plane(vec3 vector, vec3 plane_normal) {
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return vector - (plane_normal * (dot(vector, plane_normal) / dot(plane_normal, plane_normal)));
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}
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@ -70,6 +70,10 @@ func _get_property_name(index: int) -> String:
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func _get_property_options(index: int) -> PackedStringArray:
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return ["Vector1", "Vector2", "Vector3", "Vector4"]
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("SawtoothWave.gdshaderinc").code
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return code
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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
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var vector_index: int = get_option_index(0)
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@ -86,4 +90,12 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
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if input_vars[0]:
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input = input_vars[0]
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return output_vars[0] + " = 2.0 * (%s - floor(0.5 + %s));" % [input, input]
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match vector_index:
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0:
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return output_vars[0] + " = sawtooth_wave(vec4(%s)).x;" % [input]
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1:
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return output_vars[0] + " = sawtooth_wave(vec4(%s, 0.0, 0.0)).xy;" % [input]
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2:
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return output_vars[0] + " = sawtooth_wave(vec4(%s, 0.0)).xyz;" % [input]
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_:
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return output_vars[0] + " = sawtooth_wave(%s);" % [input]
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3
addons/ShaderLib/Maths/Wave/SawtoothWave.gdshaderinc
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3
addons/ShaderLib/Maths/Wave/SawtoothWave.gdshaderinc
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@ -0,0 +1,3 @@
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vec4 sawtooth_wave(vec4 input) {
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return 2. * (input - floor(.5 + input));
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}
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@ -71,6 +71,10 @@ func _get_property_name(index: int) -> String:
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func _get_property_options(index: int) -> PackedStringArray:
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return ["Vector1", "Vector2", "Vector3", "Vector4"]
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("SquareWave.gdshaderinc").code
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return code
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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
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var vector_index: int = get_option_index(0)
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@ -87,4 +91,12 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
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if input_vars[0]:
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input = input_vars[0]
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return output_vars[0] + " = 1.0 - 2.0 * round(fract(%s));" % [input]
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match vector_index:
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0:
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return output_vars[0] + " = square_wave(vec4(%s)).x;" % [input]
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1:
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return output_vars[0] + " = square_wave(vec4(%s, 0.0, 0.0)).xy;" % [input]
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2:
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return output_vars[0] + " = square_wave(vec4(%s, 0.0)).xyz;" % [input]
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_:
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return output_vars[0] + " = square_wave(%s);" % [input]
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3
addons/ShaderLib/Maths/Wave/SquareWave.gdshaderinc
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3
addons/ShaderLib/Maths/Wave/SquareWave.gdshaderinc
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@ -0,0 +1,3 @@
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vec4 square_wave(vec4 input) {
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return 1. - 2. * round(fract(input));
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}
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@ -69,6 +69,10 @@ func _get_property_name(index: int) -> String:
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func _get_property_options(index: int) -> PackedStringArray:
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return ["Vector1", "Vector2", "Vector3", "Vector4"]
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("TriangleWave.gdshaderinc").code
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return code
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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
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var vector_index: int = get_option_index(0)
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@ -85,4 +89,12 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
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if input_vars[0]:
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input = input_vars[0]
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return output_vars[0] + " = 2.0 * abs(2.0 * (%s - floor(0.5 + %s))) - 1.0;" % [input, input]
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match vector_index:
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0:
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return output_vars[0] + " = triangle_wave(vec4(%s)).x;" % [input]
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1:
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return output_vars[0] + " = triangle_wave(vec4(%s, 0.0, 0.0)).xy;" % [input]
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2:
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return output_vars[0] + " = triangle_wave(vec4(%s, 0.0)).xyz;" % [input]
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_:
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return output_vars[0] + " = triangle_wave(%s);" % [input]
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3
addons/ShaderLib/Maths/Wave/TriangleWave.gdshaderinc
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3
addons/ShaderLib/Maths/Wave/TriangleWave.gdshaderinc
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@ -0,0 +1,3 @@
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vec4 triangle_wave(vec4 input) {
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return 2. * abs(2. * (input - floor(.5 + input))) - 1.;
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}
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