1
0
mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-07 01:43:35 +08:00

TwirlUV node added

This commit is contained in:
Digvijaysinh Gohil 2023-10-12 19:28:04 +05:30
parent 9c4e81493b
commit 41f30c2889
2 changed files with 76 additions and 0 deletions

View File

@ -0,0 +1,69 @@
@tool
class_name VisualShaderNodeUVTwirl extends VisualShaderNodeCustom
func _init() -> void:
_set_input_port_default_value(1, Vector2(0.5, 0.5))
_set_input_port_default_value(2, 10.0)
_set_input_port_default_value(3, Vector2(0.0, 0.0))
output_port_for_preview = 0
func _get_name() -> String:
return "Twirl"
func _get_category() -> String:
return "UV"
func _get_description() -> String:
return "Applies a twirl warping effect similar to a black hole to the value of input UV."
func _get_return_icon_type() -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_input_port_count() -> int:
return 4
func _get_input_port_name(port: int) -> String:
match port:
0:
return "uv"
1:
return "center"
2:
return "strength"
3:
return "offset"
return ""
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
match port:
0, 1, 3:
return PORT_TYPE_VECTOR_2D
2:
return PORT_TYPE_SCALAR
return PORT_TYPE_SCALAR
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "uv"
func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("TwirlUV.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 center: String = input_vars[1]
var strength: String = input_vars[2]
var offset: String = input_vars[3]
return output_vars[0] + " = twirl_uv(%s, %s, %s, %s);" % [uv, center, strength, offset]

View File

@ -0,0 +1,7 @@
vec2 twirl_uv(vec2 uv, vec2 center, float strength, vec2 offset){
vec2 _delta = uv - center;
float _angle = strength * length(_delta);
float _x = cos(_angle) * _delta.x - sin(_angle) * _delta.y;
float _y = sin(_angle) * _delta.x + cos(_angle) * _delta.y;
return vec2(_x + center.x + offset.x, _y + center.y + offset.y);
}