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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-05 00:53:36 +08:00

RotateUV node updated

- RotateUV node now has a much intuitive dropdown for Degrees and Radians.
This commit is contained in:
Digvijaysinh Gohil 2024-01-12 00:36:04 +05:30
parent 7a212d261a
commit 64dead8a82
2 changed files with 35 additions and 6 deletions

21
LICENSE Normal file
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@ -0,0 +1,21 @@
MIT License
Copyright (c) 2023 Digvijaysinh Gohil
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@ -21,7 +21,7 @@ func _get_return_icon_type() -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D return PORT_TYPE_VECTOR_2D
func _get_input_port_count() -> int: func _get_input_port_count() -> int:
return 4 return 3
func _get_input_port_name(port: int) -> String: func _get_input_port_name(port: int) -> String:
match port: match port:
@ -31,8 +31,6 @@ func _get_input_port_name(port: int) -> String:
return "center" return "center"
2: 2:
return "rotation" return "rotation"
3:
return "use degrees"
return "" return ""
func _get_input_port_type(port: int) -> VisualShaderNode.PortType: func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
@ -41,8 +39,6 @@ func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D return PORT_TYPE_VECTOR_2D
2: 2:
return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR
3:
return PORT_TYPE_BOOLEAN
return PORT_TYPE_SCALAR return PORT_TYPE_SCALAR
func _get_output_port_count() -> int: func _get_output_port_count() -> int:
@ -54,6 +50,18 @@ func _get_output_port_name(port: int) -> String:
func _get_output_port_type(port: int) -> VisualShaderNode.PortType: func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D return PORT_TYPE_VECTOR_2D
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 "Units"
func _get_property_options(index: int) -> PackedStringArray:
return ["Degrees", "Radians"]
func _get_global_code(mode: Shader.Mode) -> String: func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("RotateUV.gdshaderinc").code var code: String = preload("RotateUV.gdshaderinc").code
return code return code
@ -72,6 +80,6 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
var center: String = input_vars[1] var center: String = input_vars[1]
var rotation: String = input_vars[2] var rotation: String = input_vars[2]
var use_degrees: String = input_vars[3] var use_degrees: String = "true" if get_option_index(0) == 0 else "false"
return output_vars[0] + " = rotate_uv(%s, %s, %s, %s);" % [uv, center, rotation, use_degrees] return output_vars[0] + " = rotate_uv(%s, %s, %s, %s);" % [uv, center, rotation, use_degrees]