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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-05 00:53:36 +08:00

Merge branch 'godot-4.2'

This commit is contained in:
Digvijaysinh Gohil 2024-09-29 23:44:09 +05:30
commit c1c786f345
53 changed files with 257 additions and 108 deletions

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeAdjustmentContrast extends VisualShaderNodeCustom
class_name VisualShaderNodeAdjustmentContrast extends ShaderLib
func _get_name() -> String:
return "Contrast"
@ -47,7 +47,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Artistic/Artistic.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Artistic/Artistic.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String = "vec3(1.0)"

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeAdjustmentHue extends VisualShaderNodeCustom
class_name VisualShaderNodeAdjustmentHue extends ShaderLib
func _get_name() -> String:
return "Hue"
@ -59,7 +59,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Degrees", "Normalize"]
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Artistic/Artistic.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Artistic/Artistic.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var range_index: int = get_option_index(0)

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeAdjustmentReplaceColor extends VisualShaderNodeCustom
class_name VisualShaderNodeAdjustmentReplaceColor extends ShaderLib
func _get_name() -> String:
return "ReplaceColor"
@ -55,7 +55,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Artistic/Artistic.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Artistic/Artistic.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String = "vec3(1.0)"

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeAdjustmentSaturation extends VisualShaderNodeCustom
class_name VisualShaderNodeAdjustmentSaturation extends ShaderLib
func _get_name() -> String:
@ -48,7 +48,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Artistic/Artistic.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Artistic/Artistic.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String = "vec3(1.0)"

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeWhiteBalance extends VisualShaderNodeCustom
class_name VisualShaderNodeWhiteBalance extends ShaderLib
func _get_name() -> String:
return "WhiteBalance"
@ -49,7 +49,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Artistic/Artistic.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Artistic/Artistic.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String = "vec3(1.0)"

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeMaskColorMask extends VisualShaderNodeCustom
class_name VisualShaderNodeMaskColorMask extends ShaderLib
func _get_name() -> String:
return "ColorMask"
@ -53,7 +53,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_4D
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Artistic/Artistic.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Artistic/Artistic.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String = "vec3(0.0)"

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeGeometryMeshNode extends VisualShaderNodeCustom
class_name VisualShaderNodeGeometryMeshNode extends ShaderLib
func _get_name() -> String:
return "MeshNode"
@ -42,7 +42,7 @@ func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
return false
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Geometry/Geometry.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Geometry/Geometry.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var code: String

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeScalarSmoothMax extends VisualShaderNodeCustom
class_name VisualShaderNodeScalarSmoothMax extends ShaderLib
func _get_name() -> String:
return "SmoothMax"
@ -45,7 +45,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var a: String = input_vars[0]

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeScalarSmoothMin extends VisualShaderNodeCustom
class_name VisualShaderNodeScalarSmoothMin extends ShaderLib
func _get_name() -> String:
return "SmoothMin"
@ -45,7 +45,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var a: String = input_vars[0]

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeMathsChebyshevDistance extends VisualShaderNodeCustom
class_name VisualShaderNodeMathsChebyshevDistance extends ShaderLib
func _get_name() -> String:
return "ChebyshevDistance"
@ -66,7 +66,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Vector2", "Vector3"]
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var point_a: String
@ -92,4 +92,3 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
return output_vars[0] + " = chebyshev_distance_2d(%s, %s, %s);" % [point_a, point_b, power]
_:
return output_vars[0] + " = chebyshev_distance_3d(%s, %s, %s);" % [point_a, point_b, power]

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeMathsManhattanDistance extends VisualShaderNodeCustom
class_name VisualShaderNodeMathsManhattanDistance extends ShaderLib
func _get_name() -> String:
return "ManhattanDistance"
@ -53,7 +53,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Vector2", "Vector3"]
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var point_a: String
@ -78,4 +78,3 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
return output_vars[0] + " = manhattan_distance_2d(%s, %s);" % [point_a, point_b]
_:
return output_vars[0] + " = manhattan_distance_3d(%s, %s);" % [point_a, point_b]

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeVectorProject extends VisualShaderNodeCustom
class_name VisualShaderNodeVectorProject extends ShaderLib
func _get_name() -> String:
return "Project"
@ -63,7 +63,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Vector2", "Vector3"]
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var vector_a: String = input_vars[0]

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeVectorProjectOnPlane extends VisualShaderNodeCustom
class_name VisualShaderNodeVectorProjectOnPlane extends ShaderLib
func _get_name() -> String:
return "ProjectOnPlane"
@ -36,7 +36,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var vector_a: String = input_vars[0]

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeVectorTransform extends VisualShaderNodeCustom
class_name VisualShaderNodeVectorTransform extends ShaderLib
func _get_name() -> String:
return "VectorTransform"
@ -55,7 +55,7 @@ func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
return mode == Shader.MODE_SPATIAL
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var code: String

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeMathsNoiseSineWave extends VisualShaderNodeCustom
class_name VisualShaderNodeMathsNoiseSineWave extends ShaderLib
func _get_name() -> String:
return "NoiseSineWave"
@ -87,7 +87,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeMathsSawtoothWave extends VisualShaderNodeCustom
class_name VisualShaderNodeMathsSawtoothWave extends ShaderLib
func _get_name() -> String:
return "SawtoothWave"
@ -71,7 +71,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeMathsSquareWave extends VisualShaderNodeCustom
class_name VisualShaderNodeMathsSquareWave extends ShaderLib
func _get_name() -> String:
@ -72,7 +72,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeMathsTriangleWave extends VisualShaderNodeCustom
class_name VisualShaderNodeMathsTriangleWave extends ShaderLib
func _get_name() -> String:
return "TriangleWave"
@ -70,7 +70,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Vector1", "Vector2", "Vector3", "Vector4"]
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Maths/Maths.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeProceduralCheckerBoard extends VisualShaderNodeCustom
class_name VisualShaderNodeProceduralCheckerBoard extends ShaderLib
func _init() -> void:
output_port_for_preview = 0
@ -60,7 +60,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_3D
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeProceduralKochFractal extends VisualShaderNodeCustom
class_name VisualShaderNodeProceduralKochFractal extends ShaderLib
func _init() -> void:
output_port_for_preview = 0
@ -68,7 +68,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"
@ -82,4 +82,3 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
var height: String = input_vars[4]
return output_vars[0] + " = koch_fractal(%s, %s, %s, %s, %s, %s);" % [uv, thickness, iterations, width, height, output_vars[1]]

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@ -0,0 +1,65 @@
@tool
class_name VisualShaderNodeProceduralHeightToNormal extends ShaderLib
func _get_name() -> String:
return "HeightToNormal"
func _get_category() -> String:
return "Procedural"
func _get_description() -> String:
return "Generates a normal map from a height map."
func _get_return_icon_type() -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_input_port_count() -> int:
return 3
func _get_input_port_name(port: int) -> String:
match port:
0:
return "height map"
1:
return "uv"
2:
return "bump strength"
return ""
func _get_input_port_type(port: int) -> PortType:
match port:
0:
return PORT_TYPE_SAMPLER
1:
return PORT_TYPE_VECTOR_2D
_:
return PORT_TYPE_SCALAR
func _get_input_port_default_value(port: int) -> Variant:
match port:
2:
return 8.0
_:
return null
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "normal"
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
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[1]:
uv = input_vars[1]
var sampler: String = input_vars[0]
var bump: String = input_vars[2]
return output_vars[0] + " = heigth_to_normal(%s, %s, %s);" % [sampler, uv, bump]

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeProceduralGradientNoise extends VisualShaderNodeCustom
class_name VisualShaderNodeProceduralGradientNoise extends ShaderLib
func _init() -> void:
output_port_for_preview = 0
@ -52,7 +52,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeProceduralGyroidNoise extends VisualShaderNodeCustom
class_name VisualShaderNodeProceduralGyroidNoise extends ShaderLib
func _init() -> void:
output_port_for_preview = 0
@ -62,7 +62,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodePseudoRandomNoise extends VisualShaderNodeCustom
class_name VisualShaderNodePseudoRandomNoise extends ShaderLib
func _init() -> void:
output_port_for_preview = 0
@ -41,5 +41,8 @@ func _get_output_port_name(port: int) -> String:
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
return output_vars[0] + " = pseudo_random_noise(UV, %s);" % input_vars[0]

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@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeProceduralSimpleNoise extends VisualShaderNodeCustom
class_name VisualShaderNodeProceduralSimpleNoise extends ShaderLib
func _init() -> void:
output_port_for_preview = 0
@ -56,7 +56,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"

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@ -1,8 +1,5 @@
@tool
class_name VisualShaderNodeProceduralVoronoi extends VisualShaderNodeCustom
func _init() -> void:
output_port_for_preview = 0
class_name VisualShaderNodeProceduralVoronoi extends ShaderLib
func _get_name() -> String:
return "Voronoi"
@ -63,7 +60,7 @@ func _get_input_port_default_value(port: int) -> Variant:
2:
return 2.0
3:
return 2.0
return 5.0
_:
return null
_:
@ -101,7 +98,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Euclidean", "Manhattan", "Chebyshev"]
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"
@ -113,13 +110,15 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
var cell_density: String = input_vars[1]
var angle_offset: String = input_vars[2]
var chebyshev_power: String = "0."
if distance_index == 2:
if input_vars[3]:
chebyshev_power = input_vars[3]
var output: String = output_vars[0]
var cells: String = output_vars[1]
return "voronoi_noise(%s, %s, %s, %s, %s, %s, %s);" % [uv, cell_density, angle_offset, distance_index, chebyshev_power, output, cells]
match distance_index:
1:
return "%s = voronoi_noise_manhattan(%s, %s, %s, %s);" % [output, uv, cell_density, angle_offset, cells]
2:
var chebyshev_power: String = input_vars[3]
return "%s = voronoi_noise_chebyshev(%s, %s, %s, %s, %s);" % [output, uv, cell_density, angle_offset, chebyshev_power, cells]
_:
return "%s = voronoi_noise_euclidean(%s, %s, %s, %s);" % [output, uv, cell_density, angle_offset, cells]

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@ -1,4 +1,4 @@
#include "res://addons/ShaderLib/Maths/Maths.gdshaderinc"
#include "res://addons/ShaderLib_v2_2_4/Maths/Maths.gdshaderinc"
vec3 checker_board(vec2 uv, vec3 color_a, vec3 color_b, vec2 frequency) {
uv = (uv.xy + 0.5) * frequency;
@ -130,7 +130,7 @@ vec2 voronoi_random_vector(vec2 p) {
return fract(sin(p * matrix) * 46839.32);
}
void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance_index, float chebyshev_power, out float output, out float cells){
float voronoi_noise_euclidean(vec2 uv, float cell_density, float angle_offset, out float cells){
vec2 grid_uv = fract(uv * cell_density);
vec2 grid_id = floor(uv * cell_density);
vec2 cell_id = vec2(0);
@ -142,18 +142,31 @@ void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance
vec2 n = voronoi_random_vector(grid_id + offset);
vec2 p = offset + vec2(sin(n.x + angle_offset) * .5 + .5, cos(n.y + angle_offset) * .5 + .5);
float d = min_dist;
switch(distance_index){
case 1:
d = manhattan_distance_2d(grid_uv, p);
break;
case 2:
d = chebyshev_distance_2d(grid_uv, p, chebyshev_power);
break;
default:
d = distance(grid_uv, p);
break;
d = distance(grid_uv, p);
if(d < min_dist) {
min_dist = d;
cell_id = voronoi_random_vector(grid_id + offset);
}
}
}
cells = cell_id.y;
return min_dist;
}
float voronoi_noise_manhattan(vec2 uv, float cell_density, float angle_offset, out float cells){
vec2 grid_uv = fract(uv * cell_density);
vec2 grid_id = floor(uv * cell_density);
vec2 cell_id = vec2(0);
float min_dist = 100.;
for(float y = -1.; y <= 1.; y++) {
for(float x = -1.; x <= 1.; x++) {
vec2 offset = vec2(x, y);
vec2 n = voronoi_random_vector(grid_id + offset);
vec2 p = offset + vec2(sin(n.x + angle_offset) * .5 + .5, cos(n.y + angle_offset) * .5 + .5);
float d = min_dist;
d = manhattan_distance_2d(grid_uv, p);
if(d < min_dist) {
min_dist = d;
@ -162,8 +175,33 @@ void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance
}
}
output = min_dist;
cells = cell_id.y;
return min_dist;
}
float voronoi_noise_chebyshev(vec2 uv, float cell_density, float angle_offset, float chebyshev_power, out float cells){
vec2 grid_uv = fract(uv * cell_density);
vec2 grid_id = floor(uv * cell_density);
vec2 cell_id = vec2(0);
float min_dist = 100.;
for(float y = -1.; y <= 1.; y++) {
for(float x = -1.; x <= 1.; x++) {
vec2 offset = vec2(x, y);
vec2 n = voronoi_random_vector(grid_id + offset);
vec2 p = offset + vec2(sin(n.x + angle_offset) * .5 + .5, cos(n.y + angle_offset) * .5 + .5);
float d = min_dist;
d = chebyshev_distance_2d(grid_uv, p, chebyshev_power);
if(d < min_dist) {
min_dist = d;
cell_id = voronoi_random_vector(grid_id + offset);
}
}
}
cells = cell_id.y;
return min_dist;
}
float ellipse_shape(vec2 uv, float width, float height) {
@ -230,3 +268,18 @@ float rounded_rectangle_shape(vec2 uv, float width, float height, float radius){
float dist = length(max(vec2(0.0), uv)) / radius;
return clamp((1.0 - dist) / fwidth(dist), 0.0, 1.0);
}
vec3 heigth_to_normal(sampler2D height_map, vec2 uv, float bump_strength) {
float pixel_width = .002;
float height = texture(height_map, uv).r;
float r = height - texture(height_map, uv + vec2(pixel_width, 0)).r;
float l = height - texture(height_map, uv - vec2(pixel_width, 0)).r;
float u = height - texture(height_map, uv + vec2(0, pixel_width)).r;
float d = height - texture(height_map, uv - vec2(0, pixel_width)).r;
float h = (r - l) / pixel_width;
float v = (u - d) / pixel_width;
vec3 n = vec3(h, v, 1.);
n.x = n.x * (pixel_width * bump_strength * .5) + .5;
n.y = n.y * (pixel_width * bump_strength * .5) + .5;
return normalize(n);
}

View File

@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeProceduralEllipse extends VisualShaderNodeCustom
class_name VisualShaderNodeProceduralEllipse extends ShaderLib
func _init() -> void:
output_port_for_preview = 0
@ -54,7 +54,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"

View File

@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeProceduralPolygon extends VisualShaderNodeCustom
class_name VisualShaderNodeProceduralPolygon extends ShaderLib
func _init() -> void:
output_port_for_preview = 0
@ -60,7 +60,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"

View File

@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeProceduralRectangle extends VisualShaderNodeCustom
class_name VisualShaderNodeProceduralRectangle extends ShaderLib
func _init() -> void:
output_port_for_preview = 0
@ -54,7 +54,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"

View File

@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeProceduralRoundedPolygon extends VisualShaderNodeCustom
class_name VisualShaderNodeProceduralRoundedPolygon extends ShaderLib
func _init() -> void:
output_port_for_preview = 0
@ -61,7 +61,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"

View File

@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeProceduralRoundedRectangle extends VisualShaderNodeCustom
class_name VisualShaderNodeProceduralRoundedRectangle extends ShaderLib
func _init() -> void:
output_port_for_preview = 0
@ -58,7 +58,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/Procedural/Procedural.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"

View File

@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeRayMarch extends VisualShaderNodeCustom
class_name VisualShaderNodeRayMarch extends ShaderLib
func _get_name() -> String:
return "RayMarch"
@ -183,7 +183,7 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/RayMarching/SignedDistanceFunctions.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/RayMarching/SignedDistanceFunctions.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var sdf_index: int = get_option_index(0)
@ -222,4 +222,3 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
var small_radius: String = input_vars[7]
var big_radius: String = input_vars[8]
return output_vars[0] + " = ray_march_sd_torus(%s, %s, %s, %s, %s, %s, %s, %s, %s);" % [ray_origin, ray_direction, max_steps, max_dist, dist_threshold, torus_pos, eulers, small_radius, big_radius]

View File

@ -0,0 +1,3 @@
class_name ShaderLib extends VisualShaderNodeCustom
var version: String = "v2_2_4"

View File

@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeUVFlipbook extends VisualShaderNodeCustom
class_name VisualShaderNodeUVFlipbook extends ShaderLib
func _get_name() -> String:
return "Flipbook"
@ -57,7 +57,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/UV/UV.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/UV/UV.gdshaderinc\"" % [version]
func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
match mode:

View File

@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeUVParallaxMapping extends VisualShaderNodeCustom
class_name VisualShaderNodeUVParallaxMapping extends ShaderLib
func _get_name() -> String:
return "ParallaxMapping"
@ -55,7 +55,7 @@ func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
return false
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/UV/UV.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/UV/UV.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var height_map: String = input_vars[0]

View File

@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeUVRadialShear extends VisualShaderNodeCustom
class_name VisualShaderNodeUVRadialShear extends ShaderLib
func _get_name() -> String:
return "RadialShear"
@ -57,7 +57,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/UV/UV.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/UV/UV.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String

View File

@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeUVRotate extends VisualShaderNodeCustom
class_name VisualShaderNodeUVRotate extends ShaderLib
func _get_name() -> String:
return "Rotate"
@ -65,7 +65,7 @@ func _get_property_options(index: int) -> PackedStringArray:
return ["Degrees", "Radians"]
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/UV/UV.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/UV/UV.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String

View File

@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeUVSpherize extends VisualShaderNodeCustom
class_name VisualShaderNodeUVSpherize extends ShaderLib
func _get_name() -> String:
return "Spherize"
@ -57,7 +57,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/UV/UV.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/UV/UV.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String

View File

@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeUVSwirl extends VisualShaderNodeCustom
class_name VisualShaderNodeUVSwirl extends ShaderLib
func _get_name() -> String:
return "Swirl"
@ -57,7 +57,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/UV/UV.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/UV/UV.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String

View File

@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeUVTilingAndOffset extends VisualShaderNodeCustom
class_name VisualShaderNodeUVTilingAndOffset extends ShaderLib
func _get_name() -> String:
return "TilingAndOffset"

View File

@ -1,5 +1,5 @@
@tool
class_name VisualShaderNodeUVTwirl extends VisualShaderNodeCustom
class_name VisualShaderNodeUVTwirl extends ShaderLib
func _get_name() -> String:
return "Twirl"
@ -57,7 +57,7 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib/UV/UV.gdshaderinc\""
return "#include \"res://addons/ShaderLib_%s/UV/UV.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String

View File

@ -56,6 +56,7 @@ For example if you want to rotate UV in your **_.gdshader_** file, you can use `
<h2>Procedural nodes</h2>
<h4><a href="/documentation/Nodes/Procedural/CheckerBoard.md">&emsp;Checker Board node</a></h4>
<h4><a href="/documentation/Nodes/Procedural/HeightToNormal.md">&emsp;Height To Normal node</a></h4>
<h3>&emsp;Fractals</h3>

View File

@ -0,0 +1,29 @@
# Height To Normal node
Generates a normal map from a height map.
<hr>
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|height map|sampler2D|none|Height map|
|uv|vec2|UV|Input UV value|
|bump strength|float|none|Bump strength for the height|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|Normal|vec3|None|Normal map|
**ShaderInc location**
<br>`res://addons/ShaderLib/Procedural/Procedural.gdshaderinc`
**Method signature**
<br>`vec3 heigth_to_normal(sampler2D height_map, vec2 uv, float bump_strength)`
**Parameters**
|Name|Type|Description|
|---|---|---|
|height_map|sampler2D|Height map|
|uv|vec2|Input UV value|
|bump_strength|float|Bump strength for the height|
___

View File

@ -25,7 +25,9 @@ Generates a Voronoi or Worley noise based on input UV. Voronoi noise is generate
<br>`res://addons/ShaderLib/Procedural/Procedural.gdshaderinc`
**Method signature**
<br>`void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance_index, float chebyshev_power, out float output, out float cells)`
<br>`float voronoi_noise_euclidean(vec2 uv, float cell_density, float angle_offset, out float cells)`
<br>`float voronoi_noise_manhattan(vec2 uv, float cell_density, float angle_offset, out float cells)`
<br>`float voronoi_noise_chebyshev(vec2 uv, float cell_density, float angle_offset, float chebyshev_power, out float cells)`
**Parameters**
|Name|Type|Description|
@ -33,8 +35,6 @@ Generates a Voronoi or Worley noise based on input UV. Voronoi noise is generate
|uv|vec2|Input UV value|
|cell_density|float|Density of generated cells|
|angle_offset|float|Offset values for points|
|distance_index|int|Distance matrix to use for Voronoi, 0 = Euclidean, 1 = Manhattan, 2 = Chebyshev|
|chebyshev_power|float|Power for Chebyshev distance|
|output|out float|Output noise value|
|cells|out float|Output raw cell data|
___

View File

@ -12,5 +12,5 @@ config_version=5
config/name="Godot-shader-lib"
config/tags=PackedStringArray("addons")
config/features=PackedStringArray("4.2", "Forward Plus")
config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icons/icon.png"