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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-01-07 01:43:35 +08:00
UV nodes refactored
- Set the default value for uv input as 0, 0 to avoid errors when using with shader modes PARTICLES, SKY and FOG - FlipbookUV node is now only available in shader modes SPATIAL and CANVAS_ITEM
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@ -2,10 +2,10 @@ vec3 node_scale_world(mat4 model_matrix){
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vec3 _axis_x = model_matrix[0].xyz;
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vec3 _axis_y = model_matrix[1].xyz;
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vec3 _axis_z = model_matrix[2].xyz;
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float _scale_x = length(_axis_x);
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float _scale_y = length(_axis_y);
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float _scale_z = length(_axis_z);
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return vec3(_scale_x, _scale_y, _scale_z);
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}
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@ -64,8 +64,21 @@ func _get_global_code(mode: Shader.Mode) -> String:
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var code: String = preload("FlipbookUV.gdshaderinc").code
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return code
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func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
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match mode:
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0, 1:
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return true
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_:
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return false
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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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var uv: String
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match mode:
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0, 1:
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uv = "UV"
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_:
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uv = "vec2(0.0)"
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if input_vars[0]:
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uv = input_vars[0]
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@ -57,7 +57,13 @@ func _get_global_code(mode: Shader.Mode) -> String:
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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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var uv: String
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match mode:
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0, 1:
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uv = "UV"
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_:
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uv = "vec2(0.0)"
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if input_vars[0]:
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uv = input_vars[0]
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@ -59,7 +59,13 @@ func _get_global_code(mode: Shader.Mode) -> String:
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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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var uv: String
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match mode:
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0, 1:
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uv = "UV"
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_:
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uv = "vec2(0.0)"
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if input_vars[0]:
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uv = input_vars[0]
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@ -57,7 +57,13 @@ func _get_global_code(mode: Shader.Mode) -> String:
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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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var uv: String
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match mode:
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0, 1:
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uv = "UV"
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_:
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uv = "vec2(0.0)"
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if input_vars[0]:
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uv = input_vars[0]
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@ -48,7 +48,13 @@ func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
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return PORT_TYPE_VECTOR_2D
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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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var uv: String
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match mode:
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0, 1:
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uv = "UV"
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_:
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uv = "vec2(0.0)"
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if input_vars[0]:
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uv = input_vars[0]
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@ -57,7 +57,13 @@ func _get_global_code(mode: Shader.Mode) -> String:
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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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var uv: String
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match mode:
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0, 1:
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uv = "UV"
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_:
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uv = "vec2(0.0)"
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if input_vars[0]:
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uv = input_vars[0]
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@ -11,5 +11,6 @@ config_version=5
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[application]
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config/name="Godot-shader-lib"
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config/tags=PackedStringArray("addons")
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config/features=PackedStringArray("4.1", "Forward Plus")
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config/icon="res://icons/icon.png"
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