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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-01-07 01:43:35 +08:00
TwirlUV node added
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parent
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69
addons/ShaderLib/UV/TwirlUV.gd
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69
addons/ShaderLib/UV/TwirlUV.gd
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@ -0,0 +1,69 @@
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@tool
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class_name VisualShaderNodeUVTwirl extends VisualShaderNodeCustom
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func _init() -> void:
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_set_input_port_default_value(1, Vector2(0.5, 0.5))
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_set_input_port_default_value(2, 10.0)
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_set_input_port_default_value(3, Vector2(0.0, 0.0))
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output_port_for_preview = 0
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func _get_name() -> String:
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return "Twirl"
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func _get_category() -> String:
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return "UV"
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func _get_description() -> String:
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return "Applies a twirl warping effect similar to a black hole to the value of input UV."
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func _get_return_icon_type() -> VisualShaderNode.PortType:
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return PORT_TYPE_VECTOR_2D
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func _get_input_port_count() -> int:
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return 4
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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 "uv"
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1:
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return "center"
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2:
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return "strength"
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3:
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return "offset"
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return ""
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func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
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match port:
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0, 1, 3:
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return PORT_TYPE_VECTOR_2D
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2:
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return PORT_TYPE_SCALAR
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return PORT_TYPE_SCALAR
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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 "uv"
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func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
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return PORT_TYPE_VECTOR_2D
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("TwirlUV.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 uv: String = "UV"
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if input_vars[0]:
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uv = input_vars[0]
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var center: String = input_vars[1]
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var strength: String = input_vars[2]
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var offset: String = input_vars[3]
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return output_vars[0] + " = twirl_uv(%s, %s, %s, %s);" % [uv, center, strength, offset]
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7
addons/ShaderLib/UV/TwirlUV.gdshaderinc
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7
addons/ShaderLib/UV/TwirlUV.gdshaderinc
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@ -0,0 +1,7 @@
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vec2 twirl_uv(vec2 uv, vec2 center, float strength, vec2 offset){
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vec2 _delta = uv - center;
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float _angle = strength * length(_delta);
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float _x = cos(_angle) * _delta.x - sin(_angle) * _delta.y;
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float _y = sin(_angle) * _delta.x + cos(_angle) * _delta.y;
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return vec2(_x + center.x + offset.x, _y + center.y + offset.y);
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}
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