1
0
mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-07 01:43:35 +08:00

Merge branch 'godot-4.2'

This commit is contained in:
Digvijaysinh Gohil 2024-02-22 16:25:44 +05:30
commit a4640eed2f
3 changed files with 11 additions and 19 deletions

View File

@ -320,7 +320,7 @@ Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>,
<details>
<summary><h3>Flipbook node</h3></summary>
Creates a flipbook, or texture sheet animation, of the UVs supplied to input UV. The amount of tiles on the sheet are defined by the values of the inputs <b><i>rows</i></b> and <b><i>columns</i></b>.
This node can be used to create a texture animation functionality, commonly used for particle effects and sprites.<br><br><i>This node is only available in shader modes SPATIAL and CANVAS ITEM.</i>
This node can be used to create a texture animation functionality, commonly used for particle effects and sprites. Animation frames will go from top left to bottom right.<br><br><i>This node is only available in shader modes SPATIAL and CANVAS ITEM.</i>
<hr>
**Inputs**
@ -329,8 +329,6 @@ This node can be used to create a texture animation functionality, commonly used
|uv|vec2|UV|Input UV value|
|rows|int|none|Amount of horizontal tiles in texture sheet|
|columns|int|none|Amount of vertical tiles in texture sheet|
|start frame|int|none|Start tile index texture sheet|
|end frame|int|none|End tile index texture sheet|
|anim speed|float|none|Animation speed|
**Outputs**

View File

@ -17,7 +17,7 @@ func _get_return_icon_type() -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_input_port_count() -> int:
return 6
return 4
func _get_input_port_name(port: int) -> String:
match port:
@ -28,10 +28,6 @@ func _get_input_port_name(port: int) -> String:
2:
return "columns"
3:
return "start frame"
4:
return "end frame"
5:
return "anim speed"
return ""
@ -39,9 +35,9 @@ func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
match port:
0:
return PORT_TYPE_VECTOR_2D
1, 2, 3, 4:
1, 2:
return PORT_TYPE_SCALAR_INT
5:
3:
return PORT_TYPE_SCALAR
return PORT_TYPE_SCALAR
@ -49,9 +45,7 @@ func _get_input_port_default_value(port: int) -> Variant:
match port:
1, 2:
return 1
3, 4:
return 0
5:
3:
return 0.1
_:
return null
@ -90,8 +84,6 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
var rows: String = input_vars[1]
var columns: String = input_vars[2]
var start_frame: String = input_vars[3]
var end_frame: String = input_vars[4]
var anim_speed: String = input_vars[5]
var anim_speed: String = input_vars[3]
return output_vars[0] + " = flipbook_uv(%s, %s, %s, %s, %s, %s);" % [uv, rows, columns, start_frame, end_frame, anim_speed]
return output_vars[0] + " = flipbook_uv(%s, %s, %s, %s);" % [uv, rows, columns, anim_speed]

View File

@ -1,4 +1,6 @@
vec2 flipbook_uv(vec2 uv, int rows, int columns, int start_frame, int end_frame, float anim_speed){
vec2 flipbook_uv(vec2 uv, int rows, int columns, float anim_speed){
int start_frame = 1;
int end_frame = rows * columns;
start_frame += int(fract(TIME * anim_speed) * float(end_frame));
float _frame = float(clamp(start_frame, 0, end_frame));
vec2 _off_per_frame = vec2((1.0 / float(columns)), (1.0 / float(rows)));
@ -7,7 +9,7 @@ vec2 flipbook_uv(vec2 uv, int rows, int columns, int start_frame, int end_frame,
_current_sprite.x += _frame * _off_per_frame.x;
float _row_index;
float _mod = modf(_frame / float(columns), _row_index);
_current_sprite.y -= _row_index * _off_per_frame.y;
_current_sprite.y -= 1.0 - (_row_index * _off_per_frame.y);
_current_sprite.x -= _row_index * float(columns) * _off_per_frame.x;
vec2 _sprite_uv = (_sprite_size + _current_sprite);
return _sprite_uv;