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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
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Koch Fractal node added
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86
addons/ShaderLib/Procedural/Shapes/KochFractal.gd
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86
addons/ShaderLib/Procedural/Shapes/KochFractal.gd
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@tool
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class_name VisualShaderNodeProceduralKochFractal extends VisualShaderNodeCustom
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func _init() -> void:
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output_port_for_preview = 0
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func _get_name() -> String:
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return "KochFractal"
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func _get_category() -> String:
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return "Procedural/Shapes"
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func _get_description() -> String:
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return "Generates an koch curve similar to ice fractal shape based on input UV at the size specified by inputs width and height."
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func _get_return_icon_type() -> PortType:
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return PORT_TYPE_SCALAR
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func _get_input_port_count() -> int:
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return 5
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func _get_input_port_name(port: int) -> String:
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match port:
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0:
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return "uv"
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1:
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return "thickness"
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2:
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return "iterations"
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3:
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return "widht"
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_:
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return "height"
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func _get_input_port_type(port: int) -> 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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2:
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return PORT_TYPE_SCALAR_INT
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_:
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return PORT_TYPE_SCALAR
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func _get_input_port_default_value(port: int) -> Variant:
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match port:
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1, 3, 4:
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return 1.0
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2:
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return 3
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_:
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return null
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func _get_output_port_count() -> int:
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return 2
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func _get_output_port_name(port: int) -> String:
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match port:
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0:
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return "out"
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_:
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return "uv"
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func _get_output_port_type(port: int) -> PortType:
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match port:
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1:
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return PORT_TYPE_VECTOR_2D
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_:
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return PORT_TYPE_SCALAR
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("KochFractal.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 uv: String = "UV"
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if input_vars[0]:
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uv = input_vars[0]
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var thickness: String = input_vars[1]
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var iterations: String = input_vars[2]
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var width: String = input_vars[3]
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var height: String = input_vars[4]
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return output_vars[0] + " = koch_fractal(%s, %s, %s, %s, %s, %s);" % [uv, thickness, iterations, width, height, output_vars[1]]
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36
addons/ShaderLib/Procedural/Shapes/KochFractal.gdshaderinc
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36
addons/ShaderLib/Procedural/Shapes/KochFractal.gdshaderinc
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vec2 koch_fractal_direction(float angle){
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return vec2(sin(angle), cos(angle));
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}
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float koch_fractal(vec2 uv, float outline, int iteration, float shape_width, float shape_height, out vec2 koch_uv) {
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float tiling = 3.0;
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vec2 center = uv - vec2(.5);
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shape_width = .85 * (shape_width / 1.);
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shape_height = .85 * (shape_height / 1.);
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center.x /= shape_width;
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center.y /= shape_height;
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center.x = abs(center.x);
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center.y += tan(.833 * PI) * .5;
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vec2 dir = koch_fractal_direction(.833 * PI);
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float dist = dot(center - vec2(tiling / (2. * tiling), 0), dir);
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center -= dir * max(0, dist) * 2.0;
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dir = koch_fractal_direction(.6667 * PI);
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float scale = 1.0;
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center.x += .5;
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for(int i = 0; i < iteration; i++){
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center *= tiling;
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scale *= tiling;
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center.x -= .5 * tiling;
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center.x = abs(center.x);
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center.x -= .5;
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center -= dir * min(0.0, dot(center, dir)) * 2.0;
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}
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dist = length(center - vec2(clamp(center.x, -1.0, 1.0), 0));
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dist += step(outline / 100.0, dist / scale);
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koch_uv = center;
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return 1.0 - dist;
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}
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@ -38,6 +38,7 @@ Delete the contents of **_addons/ShaderLib_** folder from your project. Make sur
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<h3> Shapes</h3>
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<h4><a href="/documentation/Nodes/Procedural/Shapes/Ellipse.md">  Ellipse node</a></h4>
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<h4><a href="/documentation/Nodes/Procedural/Shapes/KochFractal.md">  Koch Fractal node</a></h4>
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<h4><a href="/documentation/Nodes/Procedural/Shapes/Polygon.md">  Polygon node</a></h4>
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<h4><a href="/documentation/Nodes/Procedural/Shapes/Rectangle.md">  Rectangle node</a></h4>
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<h4><a href="/documentation/Nodes/Procedural/Shapes/RoundedPolygon.md">  Rounded Polygon node</a></h4>
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18
documentation/Nodes/Procedural/Shapes/KochFractal.md
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documentation/Nodes/Procedural/Shapes/KochFractal.md
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# Ellipse node
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Generates an koch curve similar to ice fractal shape based on input UV at the size specified by inputs <b><i>width</i></b> and <b><i>height</i></b>. The generated shape can be offset or tiled by connecting a <b><i>[TilingAndOffset](/documentation/Nodes/UV/TilingAndOffset.md)</i></b> node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating effect first connect your <b><i>TilingAndOffset</i></b> output through a <b><i>Fract</i></b> node.
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<hr>
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**Inputs**
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|Name|Type|Binding|Description|
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|uv|vec2|UV|Input UV value|
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|thickness|float|none|Shape outline thickness|
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|iterations|int|none|Number of steps to repeat the fractal shape|
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|width|float|none|Fractal width|
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|height|float|none|Fractal height|
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**Outputs**
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|Name|Type|Binding|Description|
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|output|float|None|Output ellipse value|
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___
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