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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-01-07 01:43:35 +08:00
CheckerBoard node added
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69
addons/ShaderLib/Procedural/CheckerBoard.gd
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69
addons/ShaderLib/Procedural/CheckerBoard.gd
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@tool
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class_name VisualShaderNodeProceduralCheckerBoard extends VisualShaderNodeCustom
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func _init() -> void:
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_set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0))
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_set_input_port_default_value(2, Vector3(0.4, 0.4, 0.4))
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_set_input_port_default_value(3, Vector2(1.0, 1.0))
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output_port_for_preview = 0
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func _get_name() -> String:
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return "CheckerBoard"
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func _get_category() -> String:
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return "Procedural"
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func _get_description() -> String:
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return "Generates a checkerboard of alternating colors between inputs Color A and Color B based on input UV."
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func _get_return_icon_type() -> VisualShaderNode.PortType:
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return PORT_TYPE_VECTOR_3D
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func _get_input_port_count() -> int:
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return 4
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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 "color A"
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2:
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return "color B"
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3:
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return "frequency"
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return ""
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func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
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match port:
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0, 3:
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return PORT_TYPE_VECTOR_2D
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1, 2:
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return PORT_TYPE_VECTOR_3D
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return PORT_TYPE_SCALAR
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func _get_output_port_count() -> int:
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return 1
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func _get_output_port_name(port: int) -> String:
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return "output"
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func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
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return PORT_TYPE_VECTOR_3D
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func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("CheckerBoard.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 color_a: String = input_vars[1]
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var color_b: String = input_vars[2]
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var frequency: String = input_vars[3]
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return output_vars[0] + " = checker_board(%s, %s, %s, %s);" % [uv, color_a, color_b, frequency]
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12
addons/ShaderLib/Procedural/CheckerBoard.gdshaderinc
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12
addons/ShaderLib/Procedural/CheckerBoard.gdshaderinc
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vec3 checker_board(vec2 uv, vec3 color_a, vec3 color_b, vec2 frequency){
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uv = (uv.xy + 0.5) * frequency;
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vec4 _derivatives = vec4(dFdx(uv), dFdy(uv));
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vec2 _duv_length = sqrt(vec2(dot(_derivatives.xz, _derivatives.xz), dot(_derivatives.yw, _derivatives.yw)));
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float _width = 1.0;
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vec2 _distance3 = 4.0 * abs(fract(uv + 0.25) - 0.5) - _width;
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vec2 _scale = 0.35 / _duv_length.xy;
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float _frequency_limiter = sqrt(clamp(1.1f - max(_duv_length.x, _duv_length.y), 0.0, 1.0));
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vec2 _vector_alpha = clamp(_distance3 * _scale.xy, -1.0, 1.0);
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float _alpha = clamp(0.5f + 0.5f * _vector_alpha.x * _vector_alpha.y * _frequency_limiter, 0.0, 1.0);
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return mix(color_b, color_a, _alpha);
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}
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