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This commit is contained in:
commit
e0cd7320e7
@ -54,7 +54,7 @@ For example if you want to rotate UV in your **_.gdshader_** file, you can use `
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<h3> Fractals</h3>
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<h4><a href="/documentation/Nodes/Procedural/Shapes/KochFractal.md">  Koch Fractal node</a></h4>
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<h4><a href="/documentation/Nodes/Procedural/Fractals/KochFractal.md">  Koch Fractal node</a></h4>
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<h3> Noise</h3>
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|
@ -12,4 +12,16 @@ Adjusts the contrast of input <b><i>in</i></b> by the amount of input <b><i>cont
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|Name|Type|Binding|Description|
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||||
|---|---|---|---|
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||||
|out|vec3|None|Output value|
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||||
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||||
**ShaderInc location**
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<br>`res://addons/ShaderLib/Artistic/Adjustment/Contrast.gdshaderinc`
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**Method signature**
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<br>`vec3 contrast(input, contrast)`
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||||
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**Parameters**
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|Name|Type|Description|
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|---|---|---|
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|input|vec3|Input color|
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|contrast|float|contrast value|
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___
|
@ -17,4 +17,17 @@ Offsets the hue of input <b><i>in</i></b> by the amount of input <b><i>offset</i
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|out|vec3|None|Output value|
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**ShaderInc location**
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<br>`res://addons/ShaderLib/Artistic/Adjustment/Hue.gdshaderinc`
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**Method signature**
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<br>`vec3 hue(input, offset, range_index)`
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**Parameters**
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|Name|Type|Description|
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|---|---|---|
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|input|vec3|Input color|
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|offset|vec3|Amount of offset hue|
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|range_index|int|range index, 0 = use degrees as units, 1 = use radians as units|
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___
|
@ -15,4 +15,19 @@ Replaces values in input <b><i>in</i></b> equal to input <b><i>from</i></b> to t
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|out|vec3|None|Output value|
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**ShaderInc location**
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<br>`res://addons/ShaderLib/Artistic/Adjustment/ReplaceColor.gdshaderinc`
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**Method signature**
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<br>`vec3 replace_color(input, from, to, range, fuzziness)`
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**Parameters**
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|Name|Type|Description|
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|---|---|---|
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|input|vec3|Input color|
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|from|vec3|Color to replace|
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|to|vec3|Color to replace with|
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|range|float|Replace colors within this range from input <b><i>from</i></b>|
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|fuzziness|float|Soften edges around selection|
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___
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@ -12,4 +12,16 @@ Adjusts the saturation of input <b><i>in</i></b> by the amount of input <b><i>sa
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|Name|Type|Binding|Description|
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|---|---|---|---|
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|out|vec3|None|Output value|
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**ShaderInc location**
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<br>`res://addons/ShaderLib/Artistic/Adjustment/Saturation.gdshaderinc`
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**Method signature**
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<br>`vec3 saturation(input, saturation)`
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**Parameters**
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|Name|Type|Description|
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|---|---|---|
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|input|vec3|Input color|
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|saturation|float|Saturation value|
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___
|
@ -13,4 +13,17 @@ Adjusts the temperature and tint of input <b><i>in</i></b> by the amount of inpu
|
||||
|Name|Type|Binding|Description|
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||||
|---|---|---|---|
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||||
|out|vec3|None|Output value|
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||||
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||||
**ShaderInc location**
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<br>`res://addons/ShaderLib/Artistic/Adjustment/WhiteBalance.gdshaderinc`
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||||
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||||
**Method signature**
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<br>`vec3 white_balance(input, temperature, tint)`
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**Parameters**
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|Name|Type|Description|
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||||
|---|---|---|
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|input|vec3|Input color|
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|temperature|float|Temperature offset value|
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|tint|float|Tint offset value|
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___
|
@ -14,4 +14,18 @@ Creates a mask from values in input <b><i>in</i></b> equal to input <b><i>mask c
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|Name|Type|Binding|Description|
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||||
|---|---|---|---|
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||||
|out|vec3|None|Output mask value|
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||||
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**ShaderInc location**
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<br>`res://addons/ShaderLib/Artistic/Mask/ColorMask.gdshaderinc`
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**Method signature**
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<br>`vec4 color_mask(input, mask_color, range, fuzziness)`
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||||
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||||
**Parameters**
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||||
|Name|Type|Description|
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||||
|---|---|---|
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||||
|input|vec3|Input color|
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|mask_color|vec3|Color to use for mask|
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|range|float|Select colors within this range from input <b><i>mask color</i></b>|
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|fuzziness|float|Feather edges around selection. Higher values result in a softer selection mask.|
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___
|
@ -7,4 +7,15 @@ Provides accees to node's position and scale in world space.
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|---|---|---|---|
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|position|vec3|None|Node/object position in world space|
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|scale|vec3|None|Node/object scale in world space|
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**ShaderInc location**
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<br>`res://addons/ShaderLib/Geometry/MeshNode.gdshaderinc`
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**Method signature**
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<br>`vec3 geometry_node_scale_world(mat4 model_matrix)`
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**Parameters**
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||||
|Name|Type|Description|
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||||
|---|---|---|
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|model_matrix|mat4|Model matrix of the mesh|
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___
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@ -18,4 +18,26 @@ Returns the distance between two points using Chebyshev distance matrix.
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|Name|Type|Binding|Description|
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||||
|---|---|---|---|
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||||
|distance|float|None|Distance between 2 points|
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||||
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||||
**ShaderInc location**
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<br>For 2D - `res://addons/ShaderLib/Maths/Vector/Distance/Chebyshev2D.gdshaderinc`
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<br>For 3D - `res://addons/ShaderLib/Maths/Vector/Distance/Chebyshev3D.gdshaderinc`
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**Method signature**
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||||
<br>For 2D - `float chebyshev_distance_2d(vec2 point1, vec2 point2, float power)`
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<br>For 3D - `float chebyshev_distance_3d(vec3 point1, vec3 point2, float power)`
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||||
**Parameters for 2D**
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||||
|Name|Type|Description|
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||||
|---|---|---|
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|point1|vec2|Point a|
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|point2|vec2|Point b|
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||||
|power|float|Power for Chebyshev distance|
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||||
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||||
**Parameters for 3D**
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||||
|Name|Type|Description|
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||||
|---|---|---|
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||||
|point1|vec3|Point a|
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||||
|point2|vec3|Point b|
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|power|float|Power for Chebyshev distance|
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___
|
@ -17,4 +17,24 @@ Returns the distance between two points using Manhattan distance matrix.
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||||
|Name|Type|Binding|Description|
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||||
|---|---|---|---|
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||||
|distance|float|None|Distance between 2 points|
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||||
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||||
**ShaderInc location**
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<br>For 2D - `res://addons/ShaderLib/Maths/Vector/Distance/Manhattan2D.gdshaderinc`
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<br>For 3D - `res://addons/ShaderLib/Maths/Vector/Distance/Manhattan3D.gdshaderinc`
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||||
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||||
**Method signature**
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||||
<br>For 2D - `float manhattan_distance_2d(vec2 point1, vec2 point2)`
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||||
<br>For 3D - `float manhattan_distance_3d(vec3 point1, vec3 point2)`
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||||
|
||||
**Parameters for 2D**
|
||||
|Name|Type|Description|
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||||
|---|---|---|
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||||
|point1|vec2|Point a|
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||||
|point2|vec2|Point b|
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||||
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||||
**Parameters for 3D**
|
||||
|Name|Type|Description|
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||||
|---|---|---|
|
||||
|point1|vec3|Point a|
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||||
|point2|vec3|Point b|
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||||
___
|
@ -17,4 +17,16 @@ Returns the sine of the value of input <b><i>in</i></b>. For variance, psuedo-ra
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||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
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||||
|out|Dynamic vector|None|Output value|
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||||
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||||
**ShaderInc location**
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||||
<br>`res://addons/ShaderLib/Maths/Wave/NoiseSineWave.gdshaderinc`
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||||
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||||
**Method signature**
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||||
<br>`vec4 noise_sine_wave(vec4 input, vec2 min_max)`
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||||
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||||
**Parameters**
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||||
|Name|Type|Description|
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||||
|---|---|---|
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||||
|input|vec4|Input vector|
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||||
|min_max|vec2|Minimum and Maximum values for noise intensity|
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||||
___
|
@ -14,4 +14,18 @@ Generates a checkerboard of alternating colors between inputs <b><i>color A</i><
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||||
|Name|Type|Binding|Description|
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||||
|---|---|---|---|
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||||
|output|vec3|None|Output checkerboard value|
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||||
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||||
**ShaderInc location**
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<br>`res://addons/ShaderLib/Procedural/CheckerBoard.gdshaderinc`
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||||
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||||
**Method signature**
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<br>`vec3 checker_board(vec2 uv, vec3 color_a, vec3 color_b, vec2 frequency)`
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||||
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||||
**Parameters**
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||||
|Name|Type|Description|
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||||
|---|---|---|
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||||
|uv|vec2|Input UV value|
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||||
|color a|vec3|First checker color|
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||||
|color b|vec3|Second checker color|
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||||
|frequency|vec2|Scale of checkerboard per axis|
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||||
___
|
@ -16,4 +16,20 @@ Generates an koch curve similar to ice fractal shape based on input UV at the si
|
||||
|---|---|---|---|
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||||
|out|float|None|Output fractal value|
|
||||
|uv|vec2|None|Output UV value|
|
||||
|
||||
**ShaderInc location**
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||||
<br>`res://addons/ShaderLib/Procedural/Fractals/KochFractal.gdshaderinc`
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||||
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||||
**Method signature**
|
||||
<br>`float koch_fractal(vec2 uv, float outline, int iteration, float shape_width, float shape_height, out vec2 koch_uv)`
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||||
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||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|uv|vec2|Input UV value|
|
||||
|outline|float|Shape outline thickness|
|
||||
|iterations|int|Number of steps to repeat the fractal shape|
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||||
|shape_width|float|Fractal width|
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||||
|shape_height|float|Fractal height|
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||||
|koch_uv|out vec2|Returns Koch fractal UV|
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||||
___
|
@ -12,4 +12,16 @@ Generates a gradient, or Perlin noise based on input UV. The resulting <b><i>out
|
||||
|Name|Type|Binding|Description|
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||||
|---|---|---|---|
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||||
|output|float|None|Output noise value|
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||||
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||||
**ShaderInc location**
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||||
<br>`res://addons/ShaderLib/Procedural/Noise/GradientNoise.gdshaderinc`
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||||
|
||||
**Method signature**
|
||||
<br>`float gradient_noise(vec2 uv, float scale)`
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||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|uv|vec2|Input UV value|
|
||||
|scale|float|Noise scale|
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||||
___
|
@ -15,4 +15,19 @@ Generates a gyroid noise based on input UV. The resulting <b><i>output</i></b> v
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|output|float|None|Output noise value|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/Procedural/Noise/GyroidNoise.gdshaderinc`
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||||
|
||||
**Method signature**
|
||||
<br>`float gyroid_noise(vec2 uv, float scale, vec2 ratio, float height, float thickness)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|uv|vec2|Input UV value|
|
||||
|scale|float|Noise scale|
|
||||
|ratio|vec2|Noise ratio for X and Y axes|
|
||||
|height|float|Noise height|
|
||||
|thickness|float|Noise thickness, clamped between 0 and 1|
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||||
___
|
@ -13,4 +13,17 @@ Generates a simplex, or value noise based on input UV. The resulting <b><i>outpu
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|output|float|None|Output noise value|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/Procedural/Noise/SimpleNoise.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`float simple_noise(vec2 uv, float scale, int octaves)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|uv|vec2|Input UV value|
|
||||
|scale|float|Noise scale|
|
||||
|octaves|int|Octaves/Layers of noise, clamped between 1 and 6.|
|
||||
___
|
@ -20,4 +20,21 @@ Generates a Voronoi or Worley noise based on input UV. Voronoi noise is generate
|
||||
|---|---|---|---|
|
||||
|output|float|None|Output noise value|
|
||||
|cells|float|None|Raw cell data|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/Procedural/Noise/Voronoi.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)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|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|
|
||||
___
|
@ -13,4 +13,17 @@ Generates an ellipse shape based on input UV at the size specified by inputs <b>
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|output|float|None|Output ellipse value|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/Procedural/Shapes/Ellipse.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`float ellipse_shape(vec2 uv, float width, float height)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|uv|vec2|Input UV value|
|
||||
|width|float|Ellipse width|
|
||||
|height|float|Ellipse height|
|
||||
___
|
@ -14,4 +14,18 @@ Generates a regular polygon shape based on input UV at the size specified by inp
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|output|float|None|Output polygon value|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/Procedural/Shapes/Polygon.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`float polygon_shape(vec2 uv, int sides, float width, float height)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|uv|vec2|Input UV value|
|
||||
|sides|int|Number of sides of the polygon|
|
||||
|width|float|Polygon width|
|
||||
|height|float|Polygon height|
|
||||
___
|
@ -13,4 +13,17 @@ Generates a rectangle shape based on input UV at the size specified by inputs <b
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|output|float|None|Output rectangle value|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/Procedural/Shapes/Rectangle.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`float rectangle_shape(vec2 uv, float width, float height)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|uv|vec2|Input UV value|
|
||||
|width|float|Rectangle width|
|
||||
|height|float|Rectangle height|
|
||||
___
|
@ -15,4 +15,19 @@ Generates a rounded polygon shape based on input UV at the size specified by inp
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|output|float|None|Output rounded polygon value|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/Procedural/Shapes/RoundedPolygon.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`float rounded_polygon_shape(vec2 uv, float width, float height, float sides, float roundness)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|uv|vec2|Input UV value|
|
||||
|width|float|Polygon width|
|
||||
|height|float|Polygon height|
|
||||
|sides|float|Number of sides of the polygon|
|
||||
|roundness|float|Corner radius|
|
||||
___
|
@ -14,4 +14,18 @@ Generates a rounded rectangle shape based on input UV at the size specified by i
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|output|float|None|Output rounded rectangle value|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/Procedural/Shapes/RoundedRectangle.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`float rounded_rectangle_shape(vec2 uv, float width, float height, float radius)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|uv|vec2|Input UV value|
|
||||
|width|float|Rectangle width|
|
||||
|height|float|Rectangle height|
|
||||
|radius|float|Corner radius|
|
||||
___
|
@ -5,7 +5,7 @@ A simple ray marcher for primitive shapes.
|
||||
**Controls**
|
||||
|Name|Options|Description|
|
||||
|---|---|---|
|
||||
|SDF (Signed Distance Function)|SDBox, SDSphere, SDCapsule, SDCylinder, SDTorus|Signed Distance Functions for the space to draw.|
|
||||
|SDF (Signed Distance Function)|SDBox, SDSphere, SDCapsule, SDCylinder, SDTorus|Signed Distance Functions for the shape to draw.|
|
||||
|
||||
**Inputs**
|
||||
|Name|Type|Binding|Description|
|
||||
|
@ -15,4 +15,18 @@ This node can be used to create a texture animation functionality, commonly used
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/UV/FlipbookUV.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`vec2 flipbook_uv(vec2 uv, int rows, int columns, float anim_speed)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|uv|vec2|Input UV value|
|
||||
|rows|int|Amount of horizontal tiles in texture sheet|
|
||||
|columns|int|Amount of vertical tiles in texture sheet|
|
||||
|anim speed|float|Animation speed|
|
||||
___
|
@ -12,4 +12,21 @@ The Parallax Mapping node lets you create a parallax effect that displaces a Mat
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/UV/ParallaxMappingUV.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`vec2 parallax_mapping_uv(sampler2D height, float amplitude, vec2 uv, vec3 tangent, vec3 normal, vec3 binormal, vec3 view)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|height|sampler2D|Height map texture|
|
||||
|amplitude|float|amplitude or depth of the effect|
|
||||
|uv|vec2|Input uv|
|
||||
|tangent|vec3|Tangent vector|
|
||||
|normal|vec3|Normal vector|
|
||||
|binormal|vec3|Binormal vector|
|
||||
|view|vec3|View vector|
|
||||
___
|
@ -14,4 +14,18 @@ Applies a radial shear warping effect similar to a wave to the value of input UV
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/UV/RadialShearUV.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`vec2 radial_shear_uv(vec2 uv, vec2 center, float strength, vec2 offset)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|uv|vec2|Input uv|
|
||||
|center|vec2|Center reference point|
|
||||
|strength|float|Strength of the effect|
|
||||
|offset|vec2|Individual channel offsets|
|
||||
___
|
@ -7,7 +7,7 @@ Rotates value of input UV around a reference point defined by input <b><i>center
|
||||
|---|---|---|---|
|
||||
|uv|vec2|UV|Input UV value|
|
||||
|center|vec2|none|Center reference point|
|
||||
|rotation|float|none|Rotation amount in radians|
|
||||
|rotation|float|none|Rotation amount|
|
||||
|
||||
**Controls**
|
||||
|Name|Options|Description|
|
||||
@ -18,4 +18,18 @@ Rotates value of input UV around a reference point defined by input <b><i>center
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/UV/RotateUV.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`vec2 rotate_uv(vec2 uv, vec2 center, float rotation, bool use_degrees)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|uv|vec2|Input uv|
|
||||
|center|vec2|Center reference point|
|
||||
|rotation|float|Rotation amount|
|
||||
|use_degrees|bool|Specifies the unit for rotation, true = Degrees, false = Radians|
|
||||
___
|
@ -14,4 +14,18 @@ Applies a spherical warping effect similar to a fisheye camera lens to the value
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/UV/SpherizeUV.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`vec2 spherize_uv(vec2 uv, vec2 center, float strength, vec2 offset)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|uv|vec2|Input uv|
|
||||
|center|vec2|Center reference point|
|
||||
|strength|float|Strength of the effect|
|
||||
|offset|vec2|Individual channel offsets|
|
||||
___
|
@ -14,4 +14,18 @@ Applies a swirl warping effect similar to a black hole to the value of input UV.
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/UV/SwirlUV.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`vec2 swirl_uv(vec2 uv, vec2 center, float strength, vec2 offset)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|uv|vec2|Input uv|
|
||||
|center|vec2|Center reference point|
|
||||
|strength|float|Strength of the effect|
|
||||
|offset|vec2|Individual channel offsets|
|
||||
___
|
@ -14,4 +14,18 @@ Applies a twirl warping effect similar to a black hole to the value of input UV.
|
||||
|Name|Type|Binding|Description|
|
||||
|---|---|---|---|
|
||||
|uv|vec2|None|Output UV value|
|
||||
|
||||
**ShaderInc location**
|
||||
<br>`res://addons/ShaderLib/UV/TwirlUV.gdshaderinc`
|
||||
|
||||
**Method signature**
|
||||
<br>`vec2 twirl_uv(vec2 uv, vec2 center, float strength, vec2 offset)`
|
||||
|
||||
**Parameters**
|
||||
|Name|Type|Description|
|
||||
|---|---|---|
|
||||
|uv|vec2|Input uv|
|
||||
|center|vec2|Center reference point|
|
||||
|strength|float|Strength of the effect|
|
||||
|offset|vec2|Individual channel offsets|
|
||||
___
|
Loading…
x
Reference in New Issue
Block a user