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

SpherizeUV node added

This commit is contained in:
Digvijaysinh Gohil 2023-10-12 18:53:59 +05:30
parent 09707d3911
commit e829baa34b
2 changed files with 76 additions and 0 deletions

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@tool
class_name VisualShaderNodeUVSpherize extends VisualShaderNodeCustom
func _init() -> void:
_set_input_port_default_value(1, Vector2(0.5, 0.5));
_set_input_port_default_value(2, 10.0);
_set_input_port_default_value(3, Vector2(0.0, 0.0));
set_output_port_for_preview(0)
func _get_name() -> String:
return "Spherize"
func _get_category() -> String:
return "UV"
func _get_description() -> String:
return "Applies a spherical warping effect similar to a fisheye camera lens to the value of input UV."
func _get_return_icon_type() -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_input_port_count() -> int:
return 4
func _get_input_port_name(port: int) -> String:
match port:
0:
return "uv"
1:
return "center"
2:
return "strength"
3:
return "offset"
return ""
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
match port:
0, 1, 3:
return PORT_TYPE_VECTOR_2D
2:
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 "uv"
func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("SpherizeUV.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 center: String = input_vars[1]
var strength: String = input_vars[2]
var offset: String = input_vars[3]
return output_vars[0] + " = spherize_uv(%s, %s, %s, %s);" % [uv, center, strength, offset]

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vec2 spherize_uv(vec2 uv, vec2 center, float strength, vec2 offset){
vec2 _delta = uv - center;
float _delta2 = dot(_delta.xy, _delta.xy);
float _delta4 = _delta2 * _delta2;
vec2 _delta_offset = vec2(_delta4 * strength);
return uv + _delta * _delta_offset + offset;
}