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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
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HeightToNormal Node added for feature request #5
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65
addons/ShaderLib/Procedural/HeightToNormal.gd
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65
addons/ShaderLib/Procedural/HeightToNormal.gd
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@ -0,0 +1,65 @@
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@tool
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class_name VisualShaderNodeProceduralHeightToNormal extends VisualShaderNodeCustom
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func _get_name() -> String:
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return "HeightToNormal"
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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 normal map from a height map."
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func _get_return_icon_type() -> 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 3
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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 "height map"
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1:
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return "uv"
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2:
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return "bump strength"
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return ""
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func _get_input_port_type(port: int) -> PortType:
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match port:
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0:
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return PORT_TYPE_SAMPLER
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1:
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return PORT_TYPE_VECTOR_2D
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_:
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return PORT_TYPE_SCALAR
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func _get_input_port_default_value(port: int) -> Variant:
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match port:
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2:
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return 8.0
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_:
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return null
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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 "normal"
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func _get_output_port_type(port: int) -> 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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return "#include \"res://addons/ShaderLib/Procedural/Procedural.gdshaderinc\""
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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[1]:
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uv = input_vars[1]
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var sampler: String = input_vars[0]
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var bump: String = input_vars[2]
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return output_vars[0] + " = heigth_to_normal(%s, %s, %s);" % [sampler, uv, bump]
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@ -229,4 +229,19 @@ float rounded_rectangle_shape(vec2 uv, float width, float height, float radius){
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uv = abs(uv * 2.0 - 1.0) - vec2(width, height) + radius;
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uv = abs(uv * 2.0 - 1.0) - vec2(width, height) + radius;
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float dist = length(max(vec2(0.0), uv)) / radius;
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float dist = length(max(vec2(0.0), uv)) / radius;
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return clamp((1.0 - dist) / fwidth(dist), 0.0, 1.0);
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return clamp((1.0 - dist) / fwidth(dist), 0.0, 1.0);
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}
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vec3 heigth_to_normal(sampler2D height_map, vec2 uv, float bump_strength) {
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float pixel_width = .002;
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float height = texture(height_map, uv).r;
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float r = height - texture(height_map, uv + vec2(pixel_width, 0)).r;
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float l = height - texture(height_map, uv - vec2(pixel_width, 0)).r;
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float u = height - texture(height_map, uv + vec2(0, pixel_width)).r;
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float d = height - texture(height_map, uv - vec2(0, pixel_width)).r;
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float h = (r - l) / pixel_width;
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float v = (u - d) / pixel_width;
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vec3 n = vec3(h, v, 1.);
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n.x = n.x * (pixel_width * bump_strength * .5) + .5;
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n.y = n.y * (pixel_width * bump_strength * .5) + .5;
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return normalize(n);
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}
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}
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@ -12,5 +12,5 @@ config_version=5
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config/name="Godot-shader-lib"
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config/name="Godot-shader-lib"
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config/tags=PackedStringArray("addons")
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config/tags=PackedStringArray("addons")
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config/features=PackedStringArray("4.2", "Forward Plus")
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/icon="res://icons/icon.png"
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config/icon="res://icons/icon.png"
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