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

RoundedRectangle node added

This commit is contained in:
Digvijaysinh Gohil 2023-10-13 21:35:12 +05:30
parent 7630aeb6ed
commit cc67c7ebfd
2 changed files with 76 additions and 0 deletions

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@tool
class_name VisualShaderNodeProceduralRoundedRectangle extends VisualShaderNodeCustom
func _init() -> void:
_set_input_port_default_value(1, 0.5)
_set_input_port_default_value(2, 0.5)
_set_input_port_default_value(3, 1.0)
output_port_for_preview = 0
func _get_name() -> String:
return "RoundedRectangle"
func _get_category() -> String:
return "Procedural/Shapes"
func _get_description() -> String:
return "Generates a rounded rectangle shape based on input UV at the size specified by inputs width and height. The radius of each corner is defined by input radius."
func _get_return_icon_type() -> VisualShaderNode.PortType:
return PORT_TYPE_SCALAR
func _get_input_port_count() -> int:
return 4
func _get_input_port_name(port: int) -> String:
match port:
0:
return "uv"
1:
return "width"
2:
return "height"
3:
return "radius"
return ""
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
match port:
0:
return PORT_TYPE_VECTOR_2D
1, 2, 3:
return PORT_TYPE_SCALAR
return PORT_TYPE_SCALAR
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "output"
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("RoundedRectangle.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 width: String = input_vars[1]
var height: String = input_vars[2]
var radius: String = input_vars[3]
return output_vars[0] + " = rounded_rectangle_shape(%s, %s, %s, %s);" % [uv, width, height, radius]

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float rounded_rectangle_shape(vec2 uv, float width, float height, float radius){
radius /= 10.0;
radius = max(min(min(abs(radius * 2.0), abs(width)), abs(height)), 1e-5);
uv = abs(uv * 2.0 - 1.0) - vec2(width, height) + radius;
float _distance = length(max(vec2(0.0), uv)) / radius;
return clamp((1.0 - _distance) / fwidth(_distance), 0.0, 1.0);
}