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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-01-07 01:43:35 +08:00
#4 resolved
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@ -17,7 +17,7 @@ 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 6
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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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@ -28,10 +28,6 @@ func _get_input_port_name(port: int) -> String:
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2:
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return "columns"
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3:
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return "start frame"
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4:
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return "end frame"
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5:
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return "anim speed"
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return ""
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@ -39,9 +35,9 @@ func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
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match port:
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0:
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return PORT_TYPE_VECTOR_2D
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1, 2, 3, 4:
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1, 2:
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return PORT_TYPE_SCALAR_INT
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5:
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3:
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return PORT_TYPE_SCALAR
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return PORT_TYPE_SCALAR
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@ -49,9 +45,7 @@ func _get_input_port_default_value(port: int) -> Variant:
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match port:
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1, 2:
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return 1
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3, 4:
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return 0
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5:
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3:
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return 0.1
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_:
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return null
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@ -90,8 +84,6 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
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var rows: String = input_vars[1]
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var columns: String = input_vars[2]
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var start_frame: String = input_vars[3]
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var end_frame: String = input_vars[4]
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var anim_speed: String = input_vars[5]
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var anim_speed: String = input_vars[3]
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return output_vars[0] + " = flipbook_uv(%s, %s, %s, %s, %s, %s);" % [uv, rows, columns, start_frame, end_frame, anim_speed]
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return output_vars[0] + " = flipbook_uv(%s, %s, %s, %s);" % [uv, rows, columns, anim_speed]
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@ -1,4 +1,6 @@
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vec2 flipbook_uv(vec2 uv, int rows, int columns, int start_frame, int end_frame, float anim_speed){
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vec2 flipbook_uv(vec2 uv, int rows, int columns, float anim_speed){
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int start_frame = 1;
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int end_frame = rows * columns;
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start_frame += int(fract(TIME * anim_speed) * float(end_frame));
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float _frame = float(clamp(start_frame, 0, end_frame));
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vec2 _off_per_frame = vec2((1.0 / float(columns)), (1.0 / float(rows)));
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@ -7,7 +9,7 @@ vec2 flipbook_uv(vec2 uv, int rows, int columns, int start_frame, int end_frame,
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_current_sprite.x += _frame * _off_per_frame.x;
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float _row_index;
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float _mod = modf(_frame / float(columns), _row_index);
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_current_sprite.y -= _row_index * _off_per_frame.y;
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_current_sprite.y -= 1.0 - (_row_index * _off_per_frame.y);
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_current_sprite.x -= _row_index * float(columns) * _off_per_frame.x;
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vec2 _sprite_uv = (_sprite_size + _current_sprite);
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return _sprite_uv;
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