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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
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VectorTransform node initial implementation
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74
addons/ShaderLib/Maths/Vector/VectorTransform.gd
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74
addons/ShaderLib/Maths/Vector/VectorTransform.gd
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@ -0,0 +1,74 @@
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@tool
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class_name VisualShaderNodeVectorTransform extends VisualShaderNodeCustom
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func _init() -> void:
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_set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0))
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func _get_name() -> String:
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return "VectorTransform"
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func _get_category() -> String:
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return "Maths/Vector"
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func _get_description() -> String:
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return "Returns the transformed vector of the input value from one coordinate space to another."
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func _get_return_icon_type() -> PortType:
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return PORT_TYPE_VECTOR_3D
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func _get_input_port_count() -> int:
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return 1
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func _get_input_port_name(port: int) -> String:
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return "input"
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func _get_input_port_type(port: int) -> PortType:
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return PORT_TYPE_VECTOR_3D
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func _get_output_port_count() -> int:
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return 1
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func _get_output_port_name(port: int) -> String:
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return "output"
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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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func _get_property_default_index(index: int) -> int:
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match index:
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0:
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return 0
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_:
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return 1
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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 "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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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("VectorTransform.gdshaderinc").code
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return code
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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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#match from_coord_space_index:
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#0:
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#1:
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#2:
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#3:
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#4:
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code = "%s = some_function(%s)" % [input_vars[0], output_vars[0]]
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return output_vars[0] + " = 0.0;"
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