mirror of
https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-01-05 00:53:36 +08:00
Vector Transform Node revamped
This commit is contained in:
parent
c1c786f345
commit
51ee380503
@ -40,106 +40,6 @@ float smoothmax(float a, float b, float t) {
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return mix(b, a, h) + t * h * (1. - h);
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}
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vec3 vector_transform_world_to_local(mat4 model_matrix, vec3 vector) {
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return (inverse(model_matrix) * vec4(vector, 1.0)).xyz;
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}
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vec3 vector_transform_world_to_view(mat4 view_matrix, vec3 vector) {
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return (view_matrix * vec4(vector, 1.0)).xyz;
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}
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vec3 vector_transform_world_to_screen(mat4 view_matrix, mat4 projection_matrix, vec3 vector) {
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vec3 vector_view = vector_transform_world_to_view(view_matrix, vector);
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return (projection_matrix * vec4(vector_view, 1.0)).xyz;
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}
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vec3 vector_transform_world_to_tangent(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
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vec3 vector_local = vector_transform_world_to_local(model_matrix, vector);
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return local_to_tangent_matrix * vector_local;
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}
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vec3 vector_transform_local_to_world(mat4 model_matrix, vec3 vector) {
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return (model_matrix * vec4(vector, 1.0)).xyz;
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}
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vec3 vector_transform_local_to_view(mat4 model_matrix, mat4 view_matrix, vec3 vector) {
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vec3 vector_world = vector_transform_local_to_world(model_matrix, vector);
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return (view_matrix * vec4(vector_world, 1.0)).xyz;
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}
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vec3 vector_transform_local_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 vector) {
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vec3 vector_view = vector_transform_local_to_view(model_matrix, view_matrix, vector);
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return (projection_matrix * vec4(vector_view, 1.0)).xyz;
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}
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vec3 vector_transform_local_to_tangent(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
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return local_to_tangent_matrix * vector;
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}
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vec3 vector_transform_view_to_world(mat4 inv_view_matrix, vec3 vector) {
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return (inv_view_matrix * vec4(vector, 1.0)).xyz;;
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}
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vec3 vector_transform_view_to_local(mat4 inv_view_matrix, mat4 model_matrix, vec3 vector) {
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vec3 vector_world = vector_transform_view_to_world(inv_view_matrix, vector);
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return vector_transform_world_to_local(model_matrix, vector_world);
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}
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vec3 vector_transform_view_to_screen(mat4 projection_matrix, vec3 vector) {
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return (projection_matrix * vec4(vector, 1.0)).xyz;
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}
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vec3 vector_transform_view_to_tangent(mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
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vec3 vector_local = vector_transform_view_to_local(inv_view_matrix, model_matrix, vector);
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return vector_transform_local_to_tangent(normal, binormal, tangent, vector_local);
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}
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vec3 vector_transform_screen_to_view(mat4 inv_projection_matrix, vec3 vector) {
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return (inv_projection_matrix * vec4(vector, 1.0)).xyz;;
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}
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vec3 vector_transform_screen_to_local(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 vector) {
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vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector);
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return vector_transform_view_to_local(inv_view_matrix, model_matrix, vector_view);
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}
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vec3 vector_transform_screen_to_world(mat4 inv_projection_matrix, mat4 inv_view_matrix, vec3 vector) {
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vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector);
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return vector_transform_view_to_world(inv_view_matrix, vector_view);
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}
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vec3 vector_transform_screen_to_tangent(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
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vec3 vector_local = vector_transform_screen_to_local(inv_projection_matrix, inv_view_matrix, model_matrix, vector);
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return local_to_tangent_matrix * vector_local;
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}
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vec3 vector_transform_tangent_to_local(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
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return tangent_to_local_matrix * vector;
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}
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vec3 vector_transform_tangent_to_world(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
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vec3 vector_local = tangent_to_local_matrix * vector;
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return vector_transform_local_to_world(model_matrix, vector_local);
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}
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vec3 vector_transform_tangent_to_view(mat4 model_matrix, mat4 view_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
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vec3 vector_local = tangent_to_local_matrix * vector;
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return vector_transform_local_to_view(model_matrix, view_matrix, vector_local);
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}
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vec3 vector_transform_tangent_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
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vec3 vector_local = tangent_to_local_matrix * vector;
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return vector_transform_local_to_screen(model_matrix, view_matrix, projection_matrix, vector_local);
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}
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vec4 noise_sine_wave(vec4 input, vec2 min_max) {
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vec4 sin_in = sin(input);
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vec4 sin_in_offset = sin(input + 1.0);
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@ -32,11 +32,11 @@ func _get_output_port_type(port: int) -> PortType:
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return PORT_TYPE_VECTOR_3D
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func _get_property_count() -> int:
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return 2
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return 3
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func _get_property_default_index(index: int) -> int:
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match index:
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0:
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0, 1:
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return 0
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_:
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return 1
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@ -44,24 +44,29 @@ func _get_property_default_index(index: int) -> int:
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func _get_property_name(index: int) -> String:
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match index:
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0:
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return "Vector Type"
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1:
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return "From"
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_:
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return "To"
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func _get_property_options(index: int) -> PackedStringArray:
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return ["Local", "World", "View", "Screen", "Tangent"]
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match index:
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0:
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return ["Positional", "Directional"]
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_:
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return ["Local", "World", "View", "Clip", "Tangent"]
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func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
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return mode == Shader.MODE_SPATIAL
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func _get_global_code(mode: Shader.Mode) -> String:
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return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
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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 code: String
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var from_coord_space_index: int = get_option_index(0)
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var to_coord_space_index: int = get_option_index(1)
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var vector_type: int = get_option_index(0)
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var from_coord_space_index: int = get_option_index(1)
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var to_coord_space_index: int = get_option_index(2)
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var input_vector: String = input_vars[0] if input_vars[0] else "vec3(0.0, 0.0, 0.0)"
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var w_component: String = "1.0" if vector_type == 0 else "0.0"
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match from_coord_space_index:
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0:
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@ -69,59 +74,79 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
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0:
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code = "%s = %s;" % [output_vars[0], input_vector]
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1:
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code = "%s = vector_transform_local_to_world(MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
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code = "%s = (MODEL_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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2:
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code = "%s = vector_transform_local_to_view(MODEL_MATRIX, VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
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code = "%s = (VIEW_MATRIX * MODEL_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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3:
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code = "%s = vector_transform_local_to_screen(MODEL_MATRIX, VIEW_MATRIX, PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
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code = "%s = (PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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4:
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code = "%s = vector_transform_local_to_tangent(NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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code = """
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vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
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mat4 local_to_tangent_mat = mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0));
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"""
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code += "%s = (local_to_tangent_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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1:
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match to_coord_space_index:
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0:
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code = "%s = vector_transform_world_to_local(MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
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code = "%s = (inverse(MODEL_MATRIX) * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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1:
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code = "%s = %s;" % [output_vars[0], input_vector]
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2:
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code = "%s = vector_transform_world_to_view(VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
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code = "%s = (VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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3:
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code = "%s = vector_transform_world_to_screen(VIEW_MATRIX, PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
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code = "%s =(PROJECTION_MATRIX * VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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4:
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code = "%s = vector_transform_world_to_tangent(MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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code = """
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vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
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mat4 local_to_tangent_mat = mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0));
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"""
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code += "%s = (local_to_tangent_mat * inverse(MODEL_MATRIX) * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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2:
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match to_coord_space_index:
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0:
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code = "%s = vector_transform_view_to_local(INV_VIEW_MATRIX, MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
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code = "%s = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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1:
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code = "%s = vector_transform_view_to_world(INV_VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
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code = "%s = (INV_VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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2:
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code = "%s = %s;" % [output_vars[0], input_vector]
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3:
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code = "%s = vector_transform_view_to_screen(PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
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code = "%s = (PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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4:
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code = "%s = vector_transform_view_to_tangent(INV_VIEW_MATRIX, MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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code = """
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vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
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mat4 local_to_tangent_mat = mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0));
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"""
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code += "%s = (local_to_tangent_mat * inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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3:
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match to_coord_space_index:
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0:
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code = "%s = vector_transform_screen_to_local(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
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code = "%s = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * INV_PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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1:
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code = "%s = vector_transform_screen_to_world(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
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code = "%s = (INV_VIEW_MATRIX * INV_PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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2:
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code = "%s = vector_transform_screen_to_view(INV_PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
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code = "%s = (INV_PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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3:
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code = "%s = %s;" % [output_vars[0], input_vector]
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4:
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code = "%s = vector_transform_screen_to_tangent(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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code = """
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vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
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mat4 local_to_tangent_mat = mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0));
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"""
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code += "%s = (local_to_tangent_mat * inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * INV_PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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4:
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code = """
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vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
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mat4 tangent_to_local_mat = inverse(mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0)));
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"""
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match to_coord_space_index:
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0:
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code = "%s = vector_transform_tangent_to_local(NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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code += "%s = (tangent_to_local_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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1:
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code = "%s = vector_transform_tangent_to_world(MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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code += "%s = (MODEL_MATRIX * tangent_to_local_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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2:
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code = "%s = vector_transform_tangent_to_view(MODEL_MATRIX, VIEW_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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code += "%s = (VIEW_MATRIX * MODEL_MATRIX * tangent_to_local_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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3:
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code = "%s = vector_transform_tangent_to_screen(MODEL_MATRIX, VIEW_MATRIX, PROJECTION_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
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code += "%s = (PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * tangent_to_local_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
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4:
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code = "%s = %s;" % [output_vars[0], input_vector]
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@ -10,6 +10,7 @@ Returns the transformed vector of the input value <i><b>in</b></i> from one coor
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**Controls**
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|Name|Options|Description|
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|Vector type|Positional, Directional|Positional will take into account translation data, Directional won't|
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|From|Local, World, View, Screen, Tangent|Coordinate space from which you want to transform the input vector|
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|To|Local, World, View, Screen, Tangent|Coordinate space to which you want to transform the input vector|
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