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

Documentation updated

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Digvijaysinh Gohil 2024-07-03 00:20:02 +05:30
parent 3cf0e2d38a
commit dc049b857b
8 changed files with 129 additions and 7 deletions

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@ -30,6 +30,11 @@ For example if you want to rotate UV in your **_.gdshader_** file, you can use `
<h2>Maths nodes</h2>
<h3>&emsp;Scalar</h3>
<h4><a href="/documentation/Nodes/Maths/Scalar/SmoothMax.md">&emsp;&emsp;SmoothMax node</a></h4>
<h4><a href="/documentation/Nodes/Maths/Scalar/SmoothMin.md">&emsp;&emsp;SmoothMin node</a></h4>
<h3>&emsp;Vector</h3>
<h3>&emsp;&emsp;Distance</h3>

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# SmoothMax node
Returns the maximum value between A and B, but smooths out the intersections of A and B based on T. T is the smoothing value if passed 0 function will act as a standard max(), if negative value is passed it will act as <b><i>[SmoothMin node](/documentation/Nodes/Maths/Scalar/SmoothMin.md)</b></i>.
<hr>
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|a|float|none|Input A|
|b|float|none|Input B|
|t|float|none|Smoothing input|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|op|float|None|Smooth maximum between A and B|
**ShaderInc location**
<br>`res://addons/ShaderLib/Maths/Scalar/SmoothMax.gdshaderinc`
**Method signature**
<br>`float smoothmax(float a, float b, float t)`
**Parameters**
|Name|Type|Description|
|---|---|---|
|a|float|Input A|
|b|float|Input B|
|t|float|Smoothing input|
___

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# SmoothMin node
Returns the minimum value between A and B, but smooths out the intersections of A and B based on T. T is the smoothing value if passed 0 function will act as a standard min(), if negative value is passed it will act as <b><i>[SmoothMax node](/documentation/Nodes/Maths/Scalar/SmoothMax.md)</b></i>.
<hr>
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|a|float|none|Input A|
|b|float|none|Input B|
|t|float|none|Smoothing input|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|op|float|None|Smooth minimum between A and B|
**ShaderInc location**
<br>`res://addons/ShaderLib/Maths/Scalar/SmoothMin.gdshaderinc`
**Method signature**
<br>`float smoothmin(float a, float b, float t)`
**Parameters**
|Name|Type|Description|
|---|---|---|
|a|float|Input A|
|b|float|Input B|
|t|float|Smoothing input|
___

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@ -17,4 +17,23 @@ Projects <i><b>vector A</b></i> onto <i><b>vector B</b></i>.
|Name|Type|Binding|Description|
|---|---|---|---|
|vector|vector3|None|Output vector|
**ShaderInc location**
<br>`res://addons/ShaderLib/Maths/Vector/Project.gdshaderinc`
**Method signature**
<br>`vec2 project_2d(vec2 a, vec2 b)`
<br>`vec3 project_3d(vec3 a, vec3 b)`
**Parameters for 2D**
|Name|Type|Description|
|---|---|---|
|a|vec2|Vector A|
|b|vec2|Vector B|
**Parameters for 3D**
|Name|Type|Description|
|---|---|---|
|a|vec3|Vector A|
|b|vec3|Vector B|
___

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@ -2,19 +2,26 @@
Projects a vector onto a plane defined by a normal orthogonal to the plane.
<hr>
**Controls**
|Options|Description|
|---|---|
|Vector2, Vector3|Vector type to use for calculation|
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|vector|Dynamic vector|none|Vector to project|
|plane normal|Dynamic vector|none|Normal orthogonal of the plane|
|vector|vector3|none|Vector to project|
|plane normal|vector3|none|Normal orthogonal of the plane|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|vector|vector3|None|Output vector|
**ShaderInc location**
<br>`res://addons/ShaderLib/Maths/Vector/ProjectOnPlane.gdshaderinc`
**Method signature**
<br>`vec3 project_on_plane(vec3 vector, vec3 plane_normal)`
**Parameters**
|Name|Type|Description|
|---|---|---|
|vector|vec3|Input vector|
|plane_normal|vec3|Normal vector to the plane|
___

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@ -16,4 +16,15 @@ Returns a sawtooth wave from the value of input <b><i>in</i></b>. Resulting outp
|Name|Type|Binding|Description|
|---|---|---|---|
|out|Dynamic vector|None|Output value|
**ShaderInc location**
<br>`res://addons/ShaderLib/Maths/Wave/SawtoothWave.gdshaderinc`
**Method signature**
<br>`vec4 sawtooth_wave(vec4 input)`
**Parameters**
|Name|Type|Description|
|---|---|---|
|input|vec4|Input vector|
___

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@ -16,4 +16,15 @@ Returns a square wave from the value of input <b><i>in</i></b>. Resulting output
|Name|Type|Binding|Description|
|---|---|---|---|
|out|Dynamic vector|None|Output value|
**ShaderInc location**
<br>`res://addons/ShaderLib/Maths/Wave/SquareWave.gdshaderinc`
**Method signature**
<br>`vec4 square _wave(vec4 input)`
**Parameters**
|Name|Type|Description|
|---|---|---|
|input|vec4|Input vector|
___

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@ -16,4 +16,15 @@ Returns a triangle wave from the value of input <b><i>in</i></b>. Resulting outp
|Name|Type|Binding|Description|
|---|---|---|---|
|out|Dynamic vector|None|Output value|
**ShaderInc location**
<br>`res://addons/ShaderLib/Maths/Wave/TriangleWave.gdshaderinc`
**Method signature**
<br>`vec4 triangle_wave(vec4 input)`
**Parameters**
|Name|Type|Description|
|---|---|---|
|input|vec4|Input vector|
___