@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 match mode: 0, 1: uv = "UV" _: uv = "vec2(0.0)" 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]