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

Voronoi node added

This commit is contained in:
Digvijaysinh Gohil 2023-10-12 19:46:55 +05:30
parent cddef53ccf
commit c03d81fcfd
2 changed files with 97 additions and 0 deletions

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@tool
class_name VisualShaderNodeProceduralVoronoi extends VisualShaderNodeCustom
func _init() -> void:
_set_input_port_default_value(1, 5.0)
_set_input_port_default_value(2, 2.0)
output_port_for_preview = 0
func _get_name() -> String:
return "Voronoi"
func _get_category() -> String:
return "Procedural/Noise"
func _get_description() -> String:
return "Generates a Voronoi or Worley noise based on input UV."
func _get_return_icon_type() -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR
func _get_input_port_count() -> int:
return 3
func _get_input_port_name(port: int) -> String:
match port:
0:
return "uv"
1:
return "cell density"
2:
return "angle offset"
return ""
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
match port:
0:
return PORT_TYPE_VECTOR_2D
1, 2:
return PORT_TYPE_SCALAR
return PORT_TYPE_SCALAR
func _get_output_port_count() -> int:
return 2
func _get_output_port_name(port: int) -> String:
match port:
0:
return "output"
1:
return "cells"
return ""
func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("Voronoi.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"
if input_vars[0]:
uv = input_vars[0]
var cell_density: String = input_vars[1]
var angle_offset: String = input_vars[2]
var output: String = output_vars[0]
var cells: String = output_vars[1]
return "voronoi_noise(%s,%s, %s, %s, %s);" % [uv, cell_density, angle_offset, output, cells]

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void voronoi_noise(vec2 uv, float cell_density, float angle_offset, out float output, out float cells){
vec2 g = floor(uv * cell_density);
vec2 f = fract(uv * cell_density);
float t = 8.0;
vec3 res = vec3(8.0, 0.0, 0.0);
mat2 m = mat2(vec2(15.27, 47.63), vec2(99.41, 89.98));
for(int y=-1; y<=1; y++)
{
for(int x=-1; x<=1; x++)
{
vec2 lattice = vec2(float(x), float(y));
vec2 new_uv = lattice + g;
new_uv = fract(sin(new_uv * m) * 46839.32);
vec2 offset = vec2(sin(new_uv.y * angle_offset) * 0.5 + 0.5, cos(new_uv.x * angle_offset) * 0.5 + 0.5);
float d = distance(lattice + offset, f);
if(d < res.x)
{
res = vec3(d, offset.x, offset.y);
output = res.x;
cells = res.y;
}
}
}
}