mirror of
https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-01-05 00:53:36 +08:00
Merge branch 'godot-4.2'
This commit is contained in:
commit
506c677307
56
addons/ShaderLib/Maths/Scalar/SmoothMax.gd
Normal file
56
addons/ShaderLib/Maths/Scalar/SmoothMax.gd
Normal file
@ -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]
|
4
addons/ShaderLib/Maths/Scalar/SmoothMax.gdshaderinc
Normal file
4
addons/ShaderLib/Maths/Scalar/SmoothMax.gdshaderinc
Normal file
@ -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);
|
||||
}
|
56
addons/ShaderLib/Maths/Scalar/SmoothMin.gd
Normal file
56
addons/ShaderLib/Maths/Scalar/SmoothMin.gd
Normal file
@ -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]
|
4
addons/ShaderLib/Maths/Scalar/SmoothMin.gdshaderinc
Normal file
4
addons/ShaderLib/Maths/Scalar/SmoothMin.gdshaderinc
Normal file
@ -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);
|
||||
}
|
@ -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]
|
||||
|
7
addons/ShaderLib/Maths/Vector/Project.gdshaderinc
Normal file
7
addons/ShaderLib/Maths/Vector/Project.gdshaderinc
Normal file
@ -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));
|
||||
}
|
@ -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]
|
||||
|
3
addons/ShaderLib/Maths/Vector/ProjectOnPlane.gdshaderinc
Normal file
3
addons/ShaderLib/Maths/Vector/ProjectOnPlane.gdshaderinc
Normal file
@ -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)));
|
||||
}
|
@ -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]
|
||||
|
3
addons/ShaderLib/Maths/Wave/SawtoothWave.gdshaderinc
Normal file
3
addons/ShaderLib/Maths/Wave/SawtoothWave.gdshaderinc
Normal file
@ -0,0 +1,3 @@
|
||||
vec4 sawtooth_wave(vec4 input) {
|
||||
return 2. * (input - floor(.5 + input));
|
||||
}
|
@ -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]
|
||||
|
3
addons/ShaderLib/Maths/Wave/SquareWave.gdshaderinc
Normal file
3
addons/ShaderLib/Maths/Wave/SquareWave.gdshaderinc
Normal file
@ -0,0 +1,3 @@
|
||||
vec4 square_wave(vec4 input) {
|
||||
return 1. - 2. * round(fract(input));
|
||||
}
|
@ -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]
|
||||
|
3
addons/ShaderLib/Maths/Wave/TriangleWave.gdshaderinc
Normal file
3
addons/ShaderLib/Maths/Wave/TriangleWave.gdshaderinc
Normal file
@ -0,0 +1,3 @@
|
||||
vec4 triangle_wave(vec4 input) {
|
||||
return 2. * abs(2. * (input - floor(.5 + input))) - 1.;
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
# Installation
|
||||
Copy the contents of **_addons/ShaderLib_** into the same folder in your project. No activation needed. Custom visual shader nodes work the same way as standard visual shader nodes.
|
||||
Hit download as zip button in the git repo. Copy the contents of **_addons/ShaderLib_** into the same folder in your project. No activation needed. Custom visual shader nodes work the same way as standard visual shader nodes.
|
||||
|
||||
If you don't immediatly see new nodes under **_Addons_** category, simply reload your project.
|
||||
# Uninstallation
|
||||
@ -30,6 +30,11 @@ For example if you want to rotate UV in your **_.gdshader_** file, you can use `
|
||||
|
||||
<h2>Maths nodes</h2>
|
||||
|
||||
<h3> Scalar</h3>
|
||||
|
||||
<h4><a href="/documentation/Nodes/Maths/Scalar/SmoothMax.md">  SmoothMax node</a></h4>
|
||||
<h4><a href="/documentation/Nodes/Maths/Scalar/SmoothMin.md">  SmoothMin node</a></h4>
|
||||
|
||||
<h3> Vector</h3>
|
||||
|
||||
<h3>  Distance</h3>
|
||||
|
29
documentation/Nodes/Maths/Scalar/SmoothMax.md
Normal file
29
documentation/Nodes/Maths/Scalar/SmoothMax.md
Normal file
@ -0,0 +1,29 @@
|
||||
# SmoothMax node
|
||||
Returns the maximum value between A and B, but smooths out the intersections of A and B based on T. T is the smoothing value. If 0 is passed at T, function will act as a standard max(), if negative value is passed it will act as <b><i>[SmoothMin node](/documentation/Nodes/Maths/Scalar/SmoothMin.md)</b></i>.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|a|float|none|Input A|
|
||||
|b|float|none|Input B|
|
||||
|t|float|none|Smoothing input|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|op|float|None|Smooth maximum between A and B|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/Maths/Scalar/SmoothMax.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`float smoothmax(float a, float b, float t)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|a|float|Input A|
|
||||
|b|float|Input B|
|
||||
|t|float|Smoothing input|
|
||||
___
|
29
documentation/Nodes/Maths/Scalar/SmoothMin.md
Normal file
29
documentation/Nodes/Maths/Scalar/SmoothMin.md
Normal file
@ -0,0 +1,29 @@
|
||||
# SmoothMin node
|
||||
Returns the minimum value between A and B, but smooths out the intersections of A and B based on T. T is the smoothing value. If 0 is passed at T, function will act as a standard min(), if negative value is passed it will act as <b><i>[SmoothMax node](/documentation/Nodes/Maths/Scalar/SmoothMax.md)</b></i>.
|
||||
<hr>
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|a|float|none|Input A|
|
||||
|b|float|none|Input B|
|
||||
|t|float|none|Smoothing input|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|op|float|None|Smooth minimum between A and B|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/Maths/Scalar/SmoothMin.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`float smoothmin(float a, float b, float t)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|a|float|Input A|
|
||||
|b|float|Input B|
|
||||
|t|float|Smoothing input|
|
||||
___
|
@ -17,4 +17,23 @@ Projects <i><b>vector A</b></i> onto <i><b>vector B</b></i>.
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|vector|vector3|None|Output vector|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/Maths/Vector/Project.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`vec2 project_2d(vec2 a, vec2 b)`
|
||||
<br>`vec3 project_3d(vec3 a, vec3 b)`
|
||||
|
||||
**Parameters for 2D**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|a|vec2|Vector A|
|
||||
|b|vec2|Vector B|
|
||||
|
||||
**Parameters for 3D**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|a|vec3|Vector A|
|
||||
|b|vec3|Vector B|
|
||||
___
|
@ -2,19 +2,26 @@
|
||||
Projects a vector onto a plane defined by a normal orthogonal to the plane.
|
||||
<hr>
|
||||
|
||||
**Controls**
|
||||
|Options|Description|
|
||||
|---|---|
|
||||
|Vector2, Vector3|Vector type to use for calculation|
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|vector|Dynamic vector|none|Vector to project|
|
||||
|plane normal|Dynamic vector|none|Normal orthogonal of the plane|
|
||||
|vector|vector3|none|Vector to project|
|
||||
|plane normal|vector3|none|Normal orthogonal of the plane|
|
||||
|
||||
**Outputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|vector|vector3|None|Output vector|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/Maths/Vector/ProjectOnPlane.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`vec3 project_on_plane(vec3 vector, vec3 plane_normal)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|vector|vec3|Input vector|
|
||||
|plane_normal|vec3|Normal vector to the plane|
|
||||
___
|
@ -16,4 +16,15 @@ Returns a sawtooth wave from the value of input <b><i>in</i></b>. Resulting outp
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|out|Dynamic vector|None|Output value|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/Maths/Wave/SawtoothWave.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`vec4 sawtooth_wave(vec4 input)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|input|vec4|Input vector|
|
||||
___
|
@ -16,4 +16,15 @@ Returns a square wave from the value of input <b><i>in</i></b>. Resulting output
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|out|Dynamic vector|None|Output value|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/Maths/Wave/SquareWave.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`vec4 square _wave(vec4 input)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|input|vec4|Input vector|
|
||||
___
|
@ -16,4 +16,15 @@ Returns a triangle wave from the value of input <b><i>in</i></b>. Resulting outp
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|out|Dynamic vector|None|Output value|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/Maths/Wave/TriangleWave.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`vec4 triangle_wave(vec4 input)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|input|vec4|Input vector|
|
||||
___
|
Loading…
x
Reference in New Issue
Block a user