# Godot-Shader-Lib Visual shader node library for Godot engine. Adds various extra nodes to use in built-in visual shader editor. # Installation Copy the contents of **_addons/ShaderLib_** into the same folder in your project. No activation needed. Custom visual shader nodes work the same way as standard visual shader nodes. # Uninstallation Delete the contents of **_addons/ShaderLib_** folder from your project. Make sure to delete it using the Godot editor instead of your default file system program. # Nodes documentation

Procedural nodes

Voronoi node

Generates a Voronoi or Worley noise based on input UV. Voronoi noise is generated by calculating distances between a pixel and a lattice of points. By offsetting these points by a pseudo-random number, controlled by **_angle offset_**, a cluster of cells can be generated. **Inputs** |Name|Type|Binding|Description| |---|---|---|---| |uv|vec2|UV|Input UV value| |cell density|float|none|Density of generated cells| |angle offset|float|none|Offset values for points| **Outputs** |Name|Type|Binding|Description| |---|---|---|---| |output|float|None|Output noise value| |cells|float|None|Raw cell data| ___

UV nodes

Flipbook node

Creates a flipbook, or texture sheet animation, of the UVs supplied to input UV. The amount of tiles on the sheet are defined by the values of the inputs **_rows_** and **_columns_**. This node can be used to create a texture animation functionality, commonly used for particle effects and sprites, by supplying Time to the input Tile and outputting to the UV input slot of a Texture Sampler. **Inputs** |Name|Type|Binding|Description| |---|---|---|---| |uv|vec2|UV|Input UV value| |rows|int|none|Amount of horizontal tiles in texture sheet| |columns|int|none|Amount of vertical tiles in texture sheet| |start frame|int|none|Start tile index texture sheet| |end frame|int|none|End tile index texture sheet| |anim speed|float|none|Animation speed| **Outputs** |Name|Type|Binding|Description| |---|---|---|---| |uv|vec2|None|Output UV value| ___

Radial Shear node

Applies a radial shear warping effect similar to a wave to the value of input UV. **Inputs** |Name|Type|Binding|Description| |---|---|---|---| |uv|vec2|UV|Input UV value| |center|vec2|none|Center reference point| |strength|float|none|Strength of the effect| |offset|vec2|none|Individual channel offsets| **Outputs** |Name|Type|Binding|Description| |---|---|---|---| |uv|vec2|None|Output UV value| ___

Rotate node

Rotates value of input UV around a reference point defined by input **_center_** by the amount of input **_rotation_**. **Inputs** |Name|Type|Binding|Description| |---|---|---|---| |uv|vec2|UV|Input UV value| |center|vec2|none|Center reference point| |rotation|float|none|Rotation amount in radians| |use degrees|bool|none|Use degrees instead of radians for **_rotation_** amount| **Outputs** |Name|Type|Binding|Description| |---|---|---|---| |uv|vec2|None|Output UV value| ___

Spherize node

Applies a spherical warping effect similar to a fisheye camera lens to the value of input UV. **Inputs** |Name|Type|Binding|Description| |---|---|---|---| |uv|vec2|UV|Input UV value| |center|vec2|none|Center reference point| |strength|float|none|Strength of the effect| |offset|vec2|none|Individual channel offsets| **Outputs** |Name|Type|Binding|Description| |---|---|---|---| |uv|vec2|None|Output UV value| ___

Tiling and Offset node

Tiles and offsets the value of input UV by the inputs **_tiling_** and **_offset_** respectively. This is commonly used for detail maps and scrolling textures over TIME. **Inputs** |Name|Type|Binding|Description| |---|---|---|---| |uv|vec2|UV|Input UV value| |tiling|vec2|none|Amount of tiling to apply per channel| |offset|vec2|none|Amount of offset to apply per channel| **Outputs** |Name|Type|Binding|Description| |---|---|---|---| |uv|vec2|None|Output UV value| ___

Twirl node

Applies a twirl warping effect similar to a black hole to the value of input UV. **Inputs** |Name|Type|Binding|Description| |---|---|---|---| |uv|vec2|UV|Input UV value| |center|vec2|none|Center reference point| |strength|float|none|Strength of the effect| |offset|vec2|none|Individual channel offsets| **Outputs** |Name|Type|Binding|Description| |---|---|---|---| |uv|vec2|None|Output UV value| ___