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n_out5p0.a; - - -// Output:0 - COLOR.rgb = vec3(n_out5p0.xyz); - COLOR.a = n_out5p4; - - -} -" -graph_offset = Vector2(-232.618, -80.4463) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(620, 0) -nodes/fragment/3/node = SubResource("9") -nodes/fragment/3/position = Vector2(-180, -40) -nodes/fragment/5/node = SubResource("10") -nodes/fragment/5/position = Vector2(360, -20) -nodes/fragment/7/node = SubResource("25") -nodes/fragment/7/position = Vector2(180, -20) -nodes/fragment/8/node = SubResource("26") -nodes/fragment/8/position = Vector2(-40, 40) -nodes/fragment/9/node = SubResource("27") -nodes/fragment/9/position = Vector2(-200, 120) -nodes/fragment/connections = PackedInt32Array(5, 0, 0, 0, 3, 0, 7, 0, 8, 0, 7, 1, 9, 0, 7, 2, 7, 0, 5, 0, 5, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="29"] -shader = SubResource("28") - -[sub_resource type="VisualShaderNodeVec3Constant" id="30"] -constant = Vector3(2, 3, 0) - -[sub_resource type="VisualShaderNodeVec3Constant" id="31"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShaderNodeCustom" id="32"] -default_input_values = [1, Vector3(1, 1, 0), 2, Vector3(0.5, 0.5, 0)] -initialized = true -script = ExtResource("7") - -[sub_resource type="VisualShader" id="33"] -code = "shader_type canvas_item; -render_mode blend_mix; - -uniform sampler2D tex_frg_5; - - -// ScaleUV -#include \"res://addons/shaderV/uv/scaleUV.gdshaderinc\" - -void fragment() { -// Vector3Constant:10 - vec3 n_out10p0 = vec3(2.000000, 3.000000, 0.000000); - - -// Vector3Constant:11 - vec3 n_out11p0 = vec3(0.500000, 0.500000, 0.000000); - - - vec3 n_out9p0; -// ScaleUV:9 - { - n_out9p0.xy = _scaleUV(UV.xy, n_out10p0.xy, n_out11p0.xy); - } - - -// Texture2D:5 - vec4 n_out5p0 = texture(tex_frg_5, vec2(n_out9p0.xy)); - float n_out5p4 = n_out5p0.a; - - -// Output:0 - COLOR.rgb = vec3(n_out5p0.xyz); - COLOR.a = n_out5p4; - - -} -" -graph_offset = Vector2(-200.86, -79.7994) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(600, 0) -nodes/fragment/5/node = SubResource("10") -nodes/fragment/5/position = Vector2(400, 0) -nodes/fragment/9/node = SubResource("32") -nodes/fragment/9/position = Vector2(180, 0) -nodes/fragment/10/node = SubResource("30") -nodes/fragment/10/position = Vector2(-220, 20) -nodes/fragment/11/node = SubResource("31") -nodes/fragment/11/position = Vector2(-220, 140) -nodes/fragment/connections = PackedInt32Array(5, 0, 0, 0, 10, 0, 9, 1, 11, 0, 9, 2, 9, 0, 5, 0, 5, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="34"] -shader = SubResource("33") - -[sub_resource type="VisualShaderNodeCustom" id="35"] -default_input_values = [1, Vector3(1, 1, 0), 2, Vector3(0, 0, 0), 3, Vector3(0.5, 0.5, 0), 4, Vector3(0, 0, 0)] -initialized = true -script = ExtResource("8") - -[sub_resource type="VisualShaderNodeVec3Constant" id="36"] -constant = Vector3(1, 1, 0) - -[sub_resource type="VisualShaderNodeVec3Constant" id="37"] - -[sub_resource type="VisualShaderNodeVec3Constant" id="38"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShaderNodeVec3Constant" id="39"] - -[sub_resource type="VisualShader" id="40"] -code = "shader_type canvas_item; -render_mode blend_mix; - -uniform sampler2D tex_frg_5; - - -// SphericalUV -#include \"res://addons/shaderV/uv/sphericalUV.gdshaderinc\" - -void fragment() { -// Vector3Constant:13 - vec3 n_out13p0 = vec3(1.000000, 1.000000, 0.000000); - - -// Vector3Constant:14 - vec3 n_out14p0 = vec3(0.000000, 0.000000, 0.000000); - - -// Vector3Constant:15 - vec3 n_out15p0 = vec3(0.500000, 0.500000, 0.000000); - - -// Vector3Constant:16 - vec3 n_out16p0 = vec3(0.000000, 0.000000, 0.000000); - - - vec3 n_out12p0; -// SphericalUV:12 - { - n_out12p0.xy = _sphericalUV(UV.xy, n_out15p0.xy, n_out13p0.xy, n_out14p0.xy, n_out16p0.xy); - } - - -// Texture2D:5 - vec4 n_out5p0 = texture(tex_frg_5, vec2(n_out12p0.xy)); - float n_out5p4 = n_out5p0.a; - - -// Output:0 - COLOR.rgb = vec3(n_out5p0.xyz); - COLOR.a = n_out5p4; - - -} -" -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(660, 20) -nodes/fragment/5/node = SubResource("10") -nodes/fragment/5/position = Vector2(400, 0) -nodes/fragment/12/node = SubResource("35") -nodes/fragment/12/position = Vector2(200, 0) -nodes/fragment/13/node = SubResource("36") -nodes/fragment/13/position = Vector2(-200, -100) -nodes/fragment/14/node = SubResource("37") -nodes/fragment/14/position = Vector2(-200, 0) -nodes/fragment/15/node = SubResource("38") -nodes/fragment/15/position = Vector2(-200, 100) -nodes/fragment/16/node = SubResource("39") -nodes/fragment/16/position = Vector2(-200, 200) -nodes/fragment/connections = PackedInt32Array(5, 0, 0, 0, 13, 0, 12, 1, 14, 0, 12, 2, 15, 0, 12, 3, 16, 0, 12, 4, 12, 0, 5, 0, 5, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="41"] -shader = SubResource("40") - -[sub_resource type="VisualShaderNodeCustom" id="42"] -default_input_values = [1, 2.0, 2, 2.0, 3, 0.0] -initialized = true -script = ExtResource("10") - -[sub_resource type="VisualShaderNodeFloatConstant" id="43"] - -[sub_resource type="VisualShaderNodeFloatConstant" id="44"] -constant = 2.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="45"] -constant = 2.0 - -[sub_resource type="VisualShader" id="46"] -code = "shader_type canvas_item; -render_mode blend_mix; - -uniform sampler2D tex_frg_5; - - -// TileUV -#include \"res://addons/shaderV/uv/tileUV.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - -// FloatConstant:15 - float n_out15p0 = 2.000000; - - -// FloatConstant:16 - float n_out16p0 = 2.000000; - - -// FloatConstant:14 - float n_out14p0 = 0.000000; - - - vec3 n_out13p0; -// TileUV:13 - { - n_out13p0.xy = _tileMapUV(vec3(n_out3p0, 0.0).xy, n_out15p0, n_out16p0, n_out14p0); - } - - -// Texture2D:5 - vec4 n_out5p0 = texture(tex_frg_5, vec2(n_out13p0.xy)); - float n_out5p4 = n_out5p0.a; - - -// Output:0 - COLOR.rgb = vec3(n_out5p0.xyz); - COLOR.a = n_out5p4; - - -} -" -graph_offset = Vector2(-140.949, -69.3822) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(660, 40) -nodes/fragment/3/node = SubResource("9") -nodes/fragment/3/position = Vector2(-180, -80) -nodes/fragment/5/node = SubResource("10") -nodes/fragment/5/position = Vector2(400, 0) -nodes/fragment/13/node = SubResource("42") -nodes/fragment/13/position = Vector2(200, 0) -nodes/fragment/14/node = SubResource("43") -nodes/fragment/14/position = Vector2(-40, 160) -nodes/fragment/15/node = SubResource("44") -nodes/fragment/15/position = Vector2(-40, 0) -nodes/fragment/16/node = SubResource("45") -nodes/fragment/16/position = Vector2(-40, 80) -nodes/fragment/connections = PackedInt32Array(5, 0, 0, 0, 3, 0, 13, 0, 14, 0, 13, 3, 15, 0, 13, 1, 16, 0, 13, 2, 13, 0, 5, 0, 5, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="47"] -shader = SubResource("46") - -[sub_resource type="VisualShaderNodeCustom" id="48"] -default_input_values = [1, Vector3(0, 0, 0)] -initialized = true -script = ExtResource("2") - -[sub_resource type="VisualShaderNodeFloatConstant" id="49"] -constant = 0.2 - -[sub_resource type="VisualShader" id="50"] -code = "shader_type canvas_item; -render_mode blend_mix; - -uniform sampler2D tex_frg_5; - - -// TilingAndOffsetUV -#include \"res://addons/shaderV/uv/tilingNoffset.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - -// FloatConstant:18 - float n_out18p0 = 0.200000; - - - vec3 n_out17p0; -// TilingAndOffsetUV:17 - { - n_out17p0 = vec3(_tiling_and_offset(vec3(n_out3p0, 0.0).xy, vec3(n_out18p0).xy), 0); - } - - -// Texture2D:5 - vec4 n_out5p0 = texture(tex_frg_5, vec2(n_out17p0.xy)); - float n_out5p4 = n_out5p0.a; - - -// Output:0 - COLOR.rgb = vec3(n_out5p0.xyz); - COLOR.a = n_out5p4; - - -} -" -graph_offset = Vector2(-110, -126) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(660, 40) -nodes/fragment/3/node = SubResource("9") -nodes/fragment/3/position = Vector2(-180, -40) -nodes/fragment/5/node = SubResource("10") -nodes/fragment/5/position = Vector2(400, 0) -nodes/fragment/17/node = SubResource("48") -nodes/fragment/17/position = Vector2(180, 0) -nodes/fragment/18/node = SubResource("49") -nodes/fragment/18/position = Vector2(-40, 80) -nodes/fragment/connections = PackedInt32Array(5, 0, 0, 0, 18, 0, 17, 1, 3, 0, 17, 0, 17, 0, 5, 0, 5, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="51"] -shader = SubResource("50") - -[sub_resource type="VisualShaderNodeFloatConstant" id="52"] -constant = 0.2 - -[sub_resource type="VisualShaderNodeCustom" id="53"] -default_input_values = [1, Vector3(0, 0, 0), 2, Vector3(1, 1, 0), 3, Vector3(0.5, 0.5, 0), 4, 0, 5, Vector3(0.5, 0.5, 0)] -initialized = true -script = ExtResource("11") - -[sub_resource type="VisualShaderNodeVec3Constant" id="54"] -constant = Vector3(0.1, 0.1, 0) - -[sub_resource type="VisualShaderNodeVec3Constant" id="55"] -constant = Vector3(2, 2, 0) - -[sub_resource type="VisualShaderNodeVec3Constant" id="56"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShaderNodeVec3Constant" id="57"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShader" id="58"] -code = "shader_type canvas_item; -render_mode blend_mix; - -uniform sampler2D tex_frg_5; - - -// TransformUV -#include \"res://addons/shaderV/uv/transformUV.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - -// Vector3Constant:19 - vec3 n_out19p0 = vec3(0.100000, 0.100000, 0.000000); - - -// Vector3Constant:20 - vec3 n_out20p0 = vec3(2.000000, 2.000000, 0.000000); - - -// Vector3Constant:22 - vec3 n_out22p0 = vec3(0.500000, 0.500000, 0.000000); - - -// FloatConstant:15 - float n_out15p0 = 0.200000; - - -// Vector3Constant:21 - vec3 n_out21p0 = vec3(0.500000, 0.500000, 0.000000); - - - vec3 n_out18p0; -// TransformUV:18 - { - n_out18p0.xy = _transformUV(vec3(n_out3p0, 0.0).xy, n_out20p0.xy, n_out22p0.xy, n_out19p0.xy, n_out15p0, n_out21p0.xy); - } - - -// Texture2D:5 - vec4 n_out5p0 = texture(tex_frg_5, vec2(n_out18p0.xy)); - float n_out5p4 = n_out5p0.a; - - -// Output:0 - COLOR.rgb = vec3(n_out5p0.xyz); - COLOR.a = n_out5p4; - - -} -" -graph_offset = Vector2(-225.266, -106.044) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(600, 20) -nodes/fragment/3/node = SubResource("9") -nodes/fragment/3/position = Vector2(-300, -240) -nodes/fragment/5/node = SubResource("10") -nodes/fragment/5/position = Vector2(340, -20) -nodes/fragment/15/node = SubResource("52") -nodes/fragment/15/position = Vector2(-300, 140) -nodes/fragment/18/node = SubResource("53") -nodes/fragment/18/position = Vector2(120, -20) -nodes/fragment/19/node = SubResource("54") -nodes/fragment/19/position = Vector2(-300, -160) -nodes/fragment/20/node = SubResource("55") -nodes/fragment/20/position = Vector2(-300, -60) -nodes/fragment/21/node = SubResource("56") -nodes/fragment/21/position = Vector2(-300, 220) -nodes/fragment/22/node = SubResource("57") -nodes/fragment/22/position = Vector2(-300, 40) -nodes/fragment/connections = PackedInt32Array(5, 0, 0, 0, 3, 0, 18, 0, 19, 0, 18, 1, 20, 0, 18, 2, 22, 0, 18, 3, 15, 0, 18, 4, 21, 0, 18, 5, 18, 0, 5, 0, 5, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="59"] -shader = SubResource("58") - -[sub_resource type="VisualShaderNodeCustom" id="60"] -default_input_values = [1, 1.0, 2, Vector3(0.5, 0.5, 0)] -initialized = true -script = ExtResource("12") - -[sub_resource type="VisualShaderNodeVec3Constant" id="61"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShaderNodeFloatConstant" id="62"] -constant = 1.0 - -[sub_resource type="VisualShader" id="63"] -code = "shader_type canvas_item; -render_mode blend_mix; - -uniform sampler2D tex_frg_5; - - -// TwirlUV -#include \"res://addons/shaderV/uv/twirl.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - -// FloatConstant:25 - float n_out25p0 = 1.000000; - - -// Vector3Constant:24 - vec3 n_out24p0 = vec3(0.500000, 0.500000, 0.000000); - - - vec3 n_out23p0; -// TwirlUV:23 - { - n_out23p0 = _twirlUVFunc(vec3(n_out3p0, 0.0).xy, n_out24p0.xy, n_out25p0); - } - - -// Texture2D:5 - vec4 n_out5p0 = texture(tex_frg_5, vec2(n_out23p0.xy)); - float n_out5p4 = n_out5p0.a; - - -// Output:0 - COLOR.rgb = vec3(n_out5p0.xyz); - COLOR.a = n_out5p4; - - -} -" -graph_offset = Vector2(-187.876, -150.917) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(580, 40) -nodes/fragment/3/node = SubResource("9") -nodes/fragment/3/position = Vector2(-260, -100) -nodes/fragment/5/node = SubResource("10") -nodes/fragment/5/position = Vector2(320, -20) -nodes/fragment/23/node = SubResource("60") -nodes/fragment/23/position = Vector2(100, -20) -nodes/fragment/24/node = SubResource("61") -nodes/fragment/24/position = Vector2(-260, 60) -nodes/fragment/25/node = SubResource("62") -nodes/fragment/25/position = Vector2(-120, -20) -nodes/fragment/connections = PackedInt32Array(5, 0, 0, 0, 3, 0, 23, 0, 24, 0, 23, 2, 25, 0, 23, 1, 23, 0, 5, 0, 5, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="64"] -shader = SubResource("63") - -[sub_resource type="VisualShaderNodeCustom" id="65"] -default_input_values = [1, 0, 2, 0, 3, 0, 4, 0, 5, 1, 6, 0] -initialized = true -script = ExtResource("13") - -[sub_resource type="VisualShaderNodeInput" id="66"] -input_name = "time" - -[sub_resource type="VisualShaderNodeFloatConstant" id="67"] -constant = 5.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="68"] -constant = -0.2 - -[sub_resource type="VisualShaderNodeFloatConstant" id="69"] -constant = 0.01 - -[sub_resource type="VisualShaderNodeFloatConstant" id="70"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="71"] -constant = 5.0 - -[sub_resource type="VisualShader" id="72"] -code = "shader_type canvas_item; -render_mode blend_mix; - -uniform sampler2D tex_frg_5; - - -// DistortionUVAnimated -#include \"res://addons/shaderV/uv/animated/distortionUVAnimated.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - -// FloatConstant:26 - float n_out26p0 = 5.000000; - - -// FloatConstant:30 - float n_out30p0 = 5.000000; - - -// FloatConstant:27 - float n_out27p0 = -0.200000; - - -// FloatConstant:28 - float n_out28p0 = 0.010000; - - -// FloatConstant:29 - float n_out29p0 = 1.000000; - - -// Input:25 - float n_out25p0 = TIME; - - - vec3 n_out24p0; -// DistortionUVAnimated:24 - { - n_out24p0.xy = _distortionUVAnimatedFunc(vec3(n_out3p0, 0.0).xy, n_out27p0, n_out28p0, n_out26p0, n_out30p0, n_out29p0, n_out25p0); - } - - -// Texture2D:5 - vec4 n_out5p0 = texture(tex_frg_5, vec2(n_out24p0.xy)); - float n_out5p4 = n_out5p0.a; - - -// Output:0 - COLOR.rgb = vec3(n_out5p0.xyz); - COLOR.a = n_out5p4; - - -} -" -graph_offset = Vector2(35.1999, -72.2201) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(580, 40) -nodes/fragment/3/node = SubResource("9") -nodes/fragment/3/position = Vector2(-320, -200) -nodes/fragment/5/node = SubResource("10") -nodes/fragment/5/position = Vector2(320, -20) -nodes/fragment/24/node = SubResource("65") -nodes/fragment/24/position = Vector2(60, -20) -nodes/fragment/25/node = SubResource("66") -nodes/fragment/25/position = Vector2(-300, 300) -nodes/fragment/26/node = SubResource("67") -nodes/fragment/26/position = Vector2(-180, -120) -nodes/fragment/27/node = SubResource("68") -nodes/fragment/27/position = Vector2(-180, 40) -nodes/fragment/28/node = SubResource("69") -nodes/fragment/28/position = Vector2(-180, 120) -nodes/fragment/29/node = SubResource("70") -nodes/fragment/29/position = Vector2(-180, 200) -nodes/fragment/30/node = SubResource("71") -nodes/fragment/30/position = Vector2(-180, -40) -nodes/fragment/connections = PackedInt32Array(5, 0, 0, 0, 3, 0, 24, 0, 25, 0, 24, 6, 26, 0, 24, 1, 29, 0, 24, 5, 28, 0, 24, 4, 27, 0, 24, 3, 30, 0, 24, 2, 24, 0, 5, 0, 5, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="73"] -shader = SubResource("72") - -[sub_resource type="VisualShaderNodeFloatConstant" id="74"] -constant = 0.7 - -[sub_resource type="VisualShaderNodeFloatConstant" id="75"] -constant = 0.065 - -[sub_resource type="VisualShaderNodeCustom" id="76"] -default_input_values = [1, 0.5, 2, 4.0, 3, 0.7, 4, 0.065, 5, 0] -initialized = true -script = ExtResource("14") - -[sub_resource type="VisualShaderNodeInput" id="77"] -input_name = "time" - -[sub_resource type="VisualShaderNodeFloatConstant" id="78"] -constant = 0.5 - -[sub_resource type="VisualShaderNodeFloatConstant" id="79"] -constant = 4.0 - -[sub_resource type="VisualShader" id="80"] -code = "shader_type canvas_item; -render_mode blend_mix; - -uniform sampler2D tex_frg_5; - - -// DoodleUV -#include \"res://addons/shaderV/uv/animated/doodleUV.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - -// FloatConstant:8 - float n_out8p0 = 0.500000; - - -// FloatConstant:9 - float n_out9p0 = 4.000000; - - -// FloatConstant:10 - float n_out10p0 = 0.700000; - - -// FloatConstant:11 - float n_out11p0 = 0.065000; - - -// Input:7 - float n_out7p0 = TIME; - - - vec3 n_out12p0; -// DoodleUV:12 - { - n_out12p0.xy = _doodleUVFunc(vec3(n_out3p0, 0.0).xy, n_out11p0, n_out7p0, n_out8p0, int(n_out9p0), n_out10p0); - } - - -// Texture2D:5 - vec4 n_out5p0 = texture(tex_frg_5, vec2(n_out12p0.xy)); - float n_out5p4 = n_out5p0.a; - - -// Output:0 - COLOR.rgb = vec3(n_out5p0.xyz); - COLOR.a = n_out5p4; - - -} -" -graph_offset = Vector2(114.429, -71.7107) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(600, 60) -nodes/fragment/3/node = SubResource("9") -nodes/fragment/3/position = Vector2(-260, -160) -nodes/fragment/5/node = SubResource("10") -nodes/fragment/5/position = Vector2(340, 0) -nodes/fragment/7/node = SubResource("77") -nodes/fragment/7/position = Vector2(-240, 240) -nodes/fragment/8/node = SubResource("78") -nodes/fragment/8/position = Vector2(-120, -80) -nodes/fragment/9/node = SubResource("79") -nodes/fragment/9/position = Vector2(-120, 0) -nodes/fragment/10/node = SubResource("74") -nodes/fragment/10/position = Vector2(-120, 80) -nodes/fragment/11/node = SubResource("75") -nodes/fragment/11/position = Vector2(-120, 160) -nodes/fragment/12/node = SubResource("76") -nodes/fragment/12/position = Vector2(160, 0) -nodes/fragment/connections = PackedInt32Array(5, 0, 0, 0, 3, 0, 12, 0, 8, 0, 12, 1, 9, 0, 12, 2, 10, 0, 12, 3, 11, 0, 12, 4, 7, 0, 12, 5, 12, 0, 5, 0, 5, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="81"] -shader = SubResource("80") - -[sub_resource type="VisualShaderNodeVec3Constant" id="82"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShaderNodeCustom" id="83"] -default_input_values = [1, 0.5, 2, Vector3(0.5, 0.5, 0)] -initialized = true -script = ExtResource("17") - -[sub_resource type="VisualShaderNodeFloatConstant" id="84"] -constant = 0.5 - -[sub_resource type="VisualShader" id="85"] -code = "shader_type canvas_item; -render_mode blend_mix; - -uniform sampler2D tex_frg_5; - - -// RotateUVAnimated -#include \"res://addons/shaderV/uv/animated/rotateAnimated.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - -// FloatConstant:9 - float n_out9p0 = 0.500000; - - -// Vector3Constant:10 - vec3 n_out10p0 = vec3(0.500000, 0.500000, 0.000000); - - -// Input:7 - float n_out7p0 = TIME; - - - vec3 n_out8p0; -// RotateUVAnimated:8 - { - n_out8p0 = vec3(_rotateUVAnimatedFunc(vec3(n_out3p0, 0.0).xy, n_out10p0.xy, 0.0, n_out9p0, n_out7p0), 0); - } - - -// Texture2D:5 - vec4 n_out5p0 = texture(tex_frg_5, vec2(n_out8p0.xy)); - float n_out5p4 = n_out5p0.a; - - -// Output:0 - COLOR.rgb = vec3(n_out5p0.xyz); - COLOR.a = n_out5p4; - - -} -" -graph_offset = Vector2(182, -41) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(580, 60) -nodes/fragment/3/node = SubResource("9") -nodes/fragment/3/position = Vector2(-260, -100) -nodes/fragment/5/node = SubResource("10") -nodes/fragment/5/position = Vector2(340, 0) -nodes/fragment/7/node = SubResource("77") -nodes/fragment/7/position = Vector2(-240, 160) -nodes/fragment/8/node = SubResource("83") -nodes/fragment/8/position = Vector2(100, 0) -nodes/fragment/9/node = SubResource("84") -nodes/fragment/9/position = Vector2(-120, -20) -nodes/fragment/10/node = SubResource("82") -nodes/fragment/10/position = Vector2(-260, 60) -nodes/fragment/connections = PackedInt32Array(5, 0, 0, 0, 3, 0, 8, 0, 7, 0, 8, 3, 9, 0, 8, 1, 10, 0, 8, 2, 8, 0, 5, 0, 5, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="86"] -shader = SubResource("85") - -[sub_resource type="VisualShaderNodeFloatConstant" id="87"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeCustom" id="88"] -default_input_values = [0, 1.0, 1, 1.0] -initialized = true -script = ExtResource("16") - -[sub_resource type="VisualShaderNodeFloatConstant" id="89"] -constant = 10.0 - -[sub_resource type="VisualShaderNodeVec3Constant" id="90"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShaderNodeCustom" id="91"] -default_input_values = [1, Vector3(0.5, 0.5, 0), 2, 0.0, 3, 0.0] -initialized = true -script = ExtResource("19") - -[sub_resource type="VisualShader" id="92"] -code = "shader_type canvas_item; -render_mode blend_mix; - -uniform sampler2D tex_frg_5; - - -// SwirlUV -#include \"res://addons/shaderV/uv/animated/swirlUV.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - -// Vector3Constant:13 - vec3 n_out13p0 = vec3(0.500000, 0.500000, 0.000000); - - -// FloatConstant:10 - float n_out10p0 = 1.000000; - - -// FloatConstant:12 - float n_out12p0 = 10.000000; - - - float n_out11p0; -// SinTIME:11 - float n_in11p0 = 1.00000; - { - n_out11p0 = n_out12p0 * sin(n_in11p0 * TIME); - } - - - vec3 n_out9p0; -// SwirlUV:9 - { - n_out9p0.xy = _swirlUVFunc(vec3(n_out3p0, 0.0).xy, n_out11p0, n_out13p0.xy, n_out10p0); - } - - -// Texture2D:5 - vec4 n_out5p0 = texture(tex_frg_5, vec2(n_out9p0.xy)); - float n_out5p4 = n_out5p0.a; - - -// Output:0 - COLOR.rgb = vec3(n_out5p0.xyz); - COLOR.a = n_out5p4; - - -} -" -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(540, 0) -nodes/fragment/3/node = SubResource("9") -nodes/fragment/3/position = Vector2(-40, -120) -nodes/fragment/5/node = SubResource("10") -nodes/fragment/5/position = Vector2(340, 0) -nodes/fragment/9/node = SubResource("91") -nodes/fragment/9/position = Vector2(140, 0) -nodes/fragment/10/node = SubResource("87") -nodes/fragment/10/position = Vector2(-80, 60) -nodes/fragment/11/node = SubResource("88") -nodes/fragment/11/position = Vector2(-80, 140) -nodes/fragment/12/node = SubResource("89") -nodes/fragment/12/position = Vector2(-280, 180) -nodes/fragment/13/node = SubResource("90") -nodes/fragment/13/position = Vector2(-220, -40) -nodes/fragment/connections = PackedInt32Array(5, 0, 0, 0, 3, 0, 9, 0, 10, 0, 9, 2, 11, 0, 9, 3, 12, 0, 11, 1, 13, 0, 9, 1, 9, 0, 5, 0, 5, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="93"] -shader = SubResource("92") - -[sub_resource type="VisualShaderNodeCustom" id="94"] -default_input_values = [1, Vector3(0, 0, 0), 2, 0.0] -initialized = true -script = ExtResource("15") - -[sub_resource type="VisualShaderNodeInput" id="95"] -input_name = "time" - -[sub_resource type="VisualShaderNodeFloatConstant" id="96"] -constant = 0.5 - -[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_n3ifg"] -output_port_for_preview = 0 -expanded_output_ports = [0] -source = 5 -texture = ExtResource("1") -texture_type = 1 - -[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_sghnd"] -input_name = "texture" - -[sub_resource type="VisualShader" id="97"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// TilingAndOffsetUVAnimated -#include \"res://addons/shaderV/uv/animated/tilingNoffsetAnimated.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - -// FloatConstant:15 - float n_out15p0 = 0.500000; - - -// Input:14 - float n_out14p0 = TIME; - - - vec2 n_out13p0; -// TilingAndOffsetUVAnimated:13 - { - n_out13p0.xy = _tilingNoffsetAnimatedFunc(vec3(n_out3p0, 0.0).xy, n_out14p0, vec3(n_out15p0).xy); - } - - - vec4 n_out16p0; -// Texture2D:16 - n_out16p0 = textureLod(TEXTURE, n_out13p0, n_out13p0.x); - float n_out16p4 = n_out16p0.a; - - -// Output:0 - COLOR.rgb = vec3(n_out16p0.xyz); - COLOR.a = n_out16p4; - - -} -" -graph_offset = Vector2(-172.177, -134.054) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(620, 60) -nodes/fragment/3/node = SubResource("9") -nodes/fragment/3/position = Vector2(-300, -60) -nodes/fragment/13/node = SubResource("94") -nodes/fragment/13/position = Vector2(60, 0) -nodes/fragment/14/node = SubResource("95") -nodes/fragment/14/position = Vector2(-280, 120) -nodes/fragment/15/node = SubResource("96") -nodes/fragment/15/position = Vector2(-160, 40) -nodes/fragment/16/node = SubResource("VisualShaderNodeTexture_n3ifg") -nodes/fragment/16/position = Vector2(360, 20) -nodes/fragment/17/node = SubResource("VisualShaderNodeInput_sghnd") -nodes/fragment/17/position = Vector2(40, 200) -nodes/fragment/connections = PackedInt32Array(15, 0, 13, 1, 14, 0, 13, 2, 16, 4, 0, 1, 17, 0, 16, 2, 16, 0, 0, 0, 3, 0, 13, 0, 13, 0, 16, 1, 13, 0, 16, 0) - -[sub_resource type="ShaderMaterial" id="98"] -shader = SubResource("97") - -[sub_resource type="VisualShaderNodeCustom" id="99"] -initialized = true -script = ExtResource("18") - -[sub_resource type="VisualShader" id="100"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - - float n_out17p0; -// HashRandom1d:17 - { - n_out17p0 = fract(sin(n_out3p0.x) * 1e4); - } - - -// Output:0 - COLOR.rgb = vec3(n_out17p0); - - -} -" -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(560, 0) -nodes/fragment/3/node = SubResource("9") -nodes/fragment/3/position = Vector2(20, 0) -nodes/fragment/17/node = SubResource("99") -nodes/fragment/17/position = Vector2(360, 0) -nodes/fragment/connections = PackedInt32Array(3, 0, 17, 0, 17, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="101"] -shader = SubResource("100") - -[sub_resource type="VisualShaderNodeCustom" id="102"] -initialized = true -script = ExtResource("20") - -[sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_7v744"] -default_input_values = [0, 0.0, 1, 0.0, 2, 1.0] - -[sub_resource type="VisualShader" id="103"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - - float n_out18p0; -// HashRandom2d:18 - { - n_out18p0 = fract(1e4 * sin(17.0 * vec3(n_out3p0, 0.0).x + vec3(n_out3p0, 0.0).y * 0.1) * (0.1 + abs(sin(vec3(n_out3p0, 0.0).y * 13.0 + vec3(n_out3p0, 0.0).x)))); - } - - -// VectorCompose:20 - vec3 n_out20p0 = vec3(n_out18p0, n_out18p0, n_out18p0); - - -// Output:0 - COLOR.rgb = n_out20p0; - - -} -" -graph_offset = Vector2(250.823, -110.07) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(840, -20) -nodes/fragment/3/node = SubResource("9") -nodes/fragment/3/position = Vector2(-140, 0) -nodes/fragment/18/node = SubResource("102") -nodes/fragment/18/position = Vector2(240, 20) -nodes/fragment/20/node = SubResource("VisualShaderNodeVectorCompose_7v744") -nodes/fragment/20/position = Vector2(440, -20) -nodes/fragment/connections = PackedInt32Array(3, 0, 18, 0, 20, 0, 0, 0, 18, 0, 20, 0, 18, 0, 20, 1, 18, 0, 20, 2) - -[sub_resource type="ShaderMaterial" id="104"] -shader = SubResource("103") - -[sub_resource type="VisualShaderNodeCustom" id="105"] -initialized = true -script = ExtResource("21") - -[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_gortp"] -default_input_values = [0, Vector2(0, 0)] -op_type = 0 - -[sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_c6k4f"] -default_input_values = [0, 0.0, 1, 0.0, 2, 1.0] - -[sub_resource type="VisualShader" id="106"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// HashRandom2dVec -#include \"res://addons/shaderV/tools/random/hash2dvector.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - - vec3 n_out19p0; -// HashRandom2dVec:19 - { - n_out19p0 = vec3(_hash2v(vec3(n_out3p0, 0.0).xy), 0.0); - } - - -// VectorDecompose:20 - float n_out20p0 = vec2(n_out19p0.xy).x; - float n_out20p1 = vec2(n_out19p0.xy).y; - - -// VectorCompose:21 - float n_in21p2 = 1.00000; - vec3 n_out21p0 = vec3(n_out20p0, n_out20p1, n_in21p2); - - -// Output:0 - COLOR.rgb = n_out21p0; - - -} -" -graph_offset = Vector2(88.5064, -73.1068) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(900, 40) -nodes/fragment/3/node = SubResource("9") -nodes/fragment/3/position = Vector2(-140, 0) -nodes/fragment/19/node = SubResource("105") -nodes/fragment/19/position = Vector2(240, 0) -nodes/fragment/20/node = SubResource("VisualShaderNodeVectorDecompose_gortp") -nodes/fragment/20/position = Vector2(440, 0) -nodes/fragment/21/node = SubResource("VisualShaderNodeVectorCompose_c6k4f") -nodes/fragment/21/position = Vector2(660, 20) -nodes/fragment/connections = PackedInt32Array(3, 0, 19, 0, 19, 0, 20, 0, 21, 0, 0, 0, 20, 0, 21, 0, 20, 1, 21, 1) - -[sub_resource type="ShaderMaterial" id="107"] -shader = SubResource("106") - -[sub_resource type="VisualShaderNodeCustom" id="609"] -initialized = true -script = ExtResource("22") - -[sub_resource type="VisualShader" id="109"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - - -void fragment() { - float n_out2p0; -// RandomFloat:2 - { - n_out2p0 = fract(sin(dot(UV.xy, vec2(12.9898, 78.233))) * 43758.5453123); - } - - -// Output:0 - COLOR.rgb = vec3(n_out2p0); - - -} -" -graph_offset = Vector2(-104, -62) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(400, 0) -nodes/fragment/2/node = SubResource("609") -nodes/fragment/2/position = Vector2(200, 0) -nodes/fragment/connections = PackedInt32Array(2, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="110"] -shader = SubResource("109") - -[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_b45l5"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_dvmop"] -input_name = "time" - -[sub_resource type="VisualShaderNodeCustom" id="VisualShaderNodeCustom_swrn3"] -default_input_values = [1, 1.0] -initialized = true -script = ExtResource("23_ldokg") - -[sub_resource type="VisualShader" id="VisualShader_y00xk"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// RandomFloat4D -#include \"res://addons/shaderV/tools/random/randomFloat4D.gdshaderinc\" - -void fragment() { -// Input:4 - vec2 n_out4p0 = UV; - - -// Input:8 - float n_out8p0 = TIME; - - - float n_out9p0; -// RandomFloat4D:9 - float n_in9p1 = 1.00000; - { - n_out9p0 = _randFloat4D(vec4(n_out4p0, 0.0, 0.0) * n_in9p1 + vec4(n_out8p0)); - } - - -// Output:0 - COLOR.rgb = vec3(n_out9p0); - - -} -" -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(400, 0) -nodes/fragment/4/node = SubResource("VisualShaderNodeInput_b45l5") -nodes/fragment/4/position = Vector2(-360, -20) -nodes/fragment/8/node = SubResource("VisualShaderNodeInput_dvmop") -nodes/fragment/8/position = Vector2(-320, 80) -nodes/fragment/9/node = SubResource("VisualShaderNodeCustom_swrn3") -nodes/fragment/9/position = Vector2(100, 0) -nodes/fragment/connections = PackedInt32Array(4, 0, 9, 0, 8, 0, 9, 2, 9, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="ShaderMaterial_xd8m2"] -shader = SubResource("VisualShader_y00xk") - -[sub_resource type="VisualShaderNodeInput" id="111"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeVec3Constant" id="115"] - -[sub_resource type="VisualShaderNodeFloatConstant" id="116"] - -[sub_resource type="VisualShaderNodeCustom" id="117"] -output_port_for_preview = 0 -default_input_values = [0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0), 2, 0.0] -initialized = true -script = ExtResource("24") - -[sub_resource type="VisualShader" id="118"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// RandomGoldRatio -#include \"res://addons/shaderV/tools/random/randomGoldNoiseFloat.gdshaderinc\" - -void fragment() { -// Input:21 - vec2 n_out21p0 = UV; - - -// Vector3Constant:24 - vec3 n_out24p0 = vec3(0.000000, 0.000000, 0.000000); - - -// FloatConstant:25 - float n_out25p0 = 0.000000; - - - float n_out26p0; -// RandomGoldRatio:26 - { - n_out26p0 = _randomGoldRatioFunc(vec3(n_out21p0, 0.0).xy, n_out24p0.xy, n_out25p0); - } - - -// Output:0 - COLOR.rgb = vec3(n_out26p0); - - -} -" -graph_offset = Vector2(-68, -29) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(460, 0) -nodes/fragment/21/node = SubResource("111") -nodes/fragment/21/position = Vector2(-180, -100) -nodes/fragment/24/node = SubResource("115") -nodes/fragment/24/position = Vector2(-180, 0) -nodes/fragment/25/node = SubResource("116") -nodes/fragment/25/position = Vector2(-40, 120) -nodes/fragment/26/node = SubResource("117") -nodes/fragment/26/position = Vector2(200, 0) -nodes/fragment/connections = PackedInt32Array(21, 0, 26, 0, 24, 0, 26, 1, 25, 0, 26, 2, 26, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="119"] -shader = SubResource("118") - -[sub_resource type="VisualShaderNodeCustom" id="120"] -default_input_values = [1, 0.0, 2, 1.0, 3, -1.0, 4, 1.0] -initialized = true -script = ExtResource("26") - -[sub_resource type="VisualShaderNodeTexture" id="121"] -expanded_output_ports = [0] -source = 2 - -[sub_resource type="VisualShaderNodeFloatConstant" id="122"] - -[sub_resource type="VisualShaderNodeFloatConstant" id="123"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="124"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="125"] -constant = -1.0 - -[sub_resource type="VisualShader" id="126"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// Remap -#include \"res://addons/shaderV/tools/remap.gdshaderinc\" - -void fragment() { -// Input:21 - vec2 n_out21p0 = UV; - - -// FloatConstant:26 - float n_out26p0 = 0.000000; - - -// FloatConstant:27 - float n_out27p0 = 1.000000; - - -// FloatConstant:29 - float n_out29p0 = -1.000000; - - -// FloatConstant:28 - float n_out28p0 = 1.000000; - - - vec3 n_out24p0; -// Remap:24 - { - n_out24p0 = _remapFunc(vec3(n_out21p0, 0.0), vec2(n_out26p0, n_out27p0), vec2(n_out29p0, n_out28p0)); - } - - - vec4 n_out25p0; -// Texture2D:25 - n_out25p0 = texture(TEXTURE, vec2(n_out24p0.xy)); - float n_out25p4 = n_out25p0.a; - - -// Output:0 - COLOR.rgb = vec3(n_out25p0.xyz); - COLOR.a = n_out25p4; - - -} -" -graph_offset = Vector2(35.8955, -116.999) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(700, 20) -nodes/fragment/21/node = SubResource("111") -nodes/fragment/21/position = Vector2(-160, -100) -nodes/fragment/24/node = SubResource("120") -nodes/fragment/24/position = Vector2(200, 0) -nodes/fragment/25/node = SubResource("121") -nodes/fragment/25/position = Vector2(400, 0) -nodes/fragment/26/node = SubResource("122") -nodes/fragment/26/position = Vector2(-20, -20) -nodes/fragment/27/node = SubResource("123") -nodes/fragment/27/position = Vector2(-20, 60) -nodes/fragment/28/node = SubResource("124") -nodes/fragment/28/position = Vector2(-20, 220) -nodes/fragment/29/node = SubResource("125") -nodes/fragment/29/position = Vector2(-20, 140) -nodes/fragment/connections = PackedInt32Array(25, 0, 0, 0, 24, 0, 25, 0, 21, 0, 24, 0, 26, 0, 24, 1, 27, 0, 24, 2, 29, 0, 24, 3, 28, 0, 24, 4, 25, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="127"] -shader = SubResource("126") - -[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_wq77w"] - -[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_gg36w"] - -[sub_resource type="VisualShaderNodeCustom" id="VisualShaderNodeCustom_6oew3"] -default_input_values = [0, 1.0, 1, 1.0] -initialized = true -script = ExtResource("16") - -[sub_resource type="VisualShader" id="VisualShader_gq6wd"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - - -void fragment() { -// FloatConstant:2 - float n_out2p0 = 0.000000; - - -// FloatConstant:3 - float n_out3p0 = 0.000000; - - - float n_out4p0; -// SinTIME:4 - { - n_out4p0 = n_out3p0 * sin(n_out2p0 * TIME); - } - - -// Output:0 - COLOR.rgb = vec3(n_out4p0); - - -} -" -graph_offset = Vector2(-65.6183, 45.7513) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(420, 200) -nodes/fragment/2/node = SubResource("VisualShaderNodeFloatConstant_wq77w") -nodes/fragment/2/position = Vector2(0, 160) -nodes/fragment/3/node = SubResource("VisualShaderNodeFloatConstant_gg36w") -nodes/fragment/3/position = Vector2(0, 260) -nodes/fragment/4/node = SubResource("VisualShaderNodeCustom_6oew3") -nodes/fragment/4/position = Vector2(220, 200) -nodes/fragment/connections = PackedInt32Array(4, 0, 0, 0, 3, 0, 4, 1, 2, 0, 4, 0) - -[sub_resource type="ShaderMaterial" id="ShaderMaterial_bvkyk"] -shader = SubResource("VisualShader_gq6wd") - -[sub_resource type="VisualShaderNodeCustom" id="128"] -default_input_values = [0, 1.0, 1, 1.0] -initialized = true -script = ExtResource("16") - -[sub_resource type="VisualShaderNodeFloatConstant" id="129"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="130"] -constant = 1.0 - -[sub_resource type="VisualShader" id="131"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - - -void fragment() { -// FloatConstant:27 - float n_out27p0 = 1.000000; - - -// FloatConstant:28 - float n_out28p0 = 1.000000; - - - float n_out26p0; -// SinTIME:26 - { - n_out26p0 = n_out28p0 * sin(n_out27p0 * TIME); - } - - -// Output:0 - COLOR.rgb = vec3(n_out26p0); - - -} -" -graph_offset = Vector2(198, -64) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(600, 0) -nodes/fragment/26/node = SubResource("128") -nodes/fragment/26/position = Vector2(340, 0) -nodes/fragment/27/node = SubResource("129") -nodes/fragment/27/position = Vector2(100, -40) -nodes/fragment/28/node = SubResource("130") -nodes/fragment/28/position = Vector2(100, 60) -nodes/fragment/connections = PackedInt32Array(26, 0, 0, 0, 28, 0, 26, 1, 27, 0, 26, 0) - -[sub_resource type="ShaderMaterial" id="132"] -shader = SubResource("131") - -[sub_resource type="VisualShaderNodeCustom" id="133"] -output_port_for_preview = 0 -default_input_values = [0, 1.0, 1, 0.0] -initialized = true -script = ExtResource("25") - -[sub_resource type="VisualShaderNodeFloatConstant" id="134"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeInput" id="135"] -input_name = "time" - -[sub_resource type="VisualShaderNodeVectorCompose" id="VisualShaderNodeVectorCompose_wkq5u"] -output_port_for_preview = 0 -default_input_values = [0, 0.0, 1, 0.0, 2, 1.0] - -[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_b8o5j"] - -[sub_resource type="VisualShader" id="136"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// vec2Compose -#include \"res://addons/shaderV/tools/vec2Compose.gdshaderinc\" - -void fragment() { -// FloatConstant:3 - float n_out3p0 = 1.000000; - - -// Input:4 - float n_out4p0 = TIME; - - - vec3 n_out2p0; -// vec2Compose:2 - { - n_out2p0.xy = _vec2ComposeFunc(n_out3p0, n_out4p0); - } - - -// VectorDecompose:7 - float n_out7p0 = n_out2p0.x; - float n_out7p1 = n_out2p0.y; - float n_out7p2 = n_out2p0.z; - - -// VectorCompose:6 - float n_in6p2 = 1.00000; - vec3 n_out6p0 = vec3(n_out7p0, n_out7p1, n_in6p2); - - -// Output:0 - COLOR.rgb = n_out6p0; - - -} -" -graph_offset = Vector2(503, -99) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(1120, 140) -nodes/fragment/2/node = SubResource("133") -nodes/fragment/2/position = Vector2(340, 0) -nodes/fragment/3/node = SubResource("134") -nodes/fragment/3/position = Vector2(120, -40) -nodes/fragment/4/node = SubResource("135") -nodes/fragment/4/position = Vector2(40, 100) -nodes/fragment/6/node = SubResource("VisualShaderNodeVectorCompose_wkq5u") -nodes/fragment/6/position = Vector2(880, 100) -nodes/fragment/7/node = SubResource("VisualShaderNodeVectorDecompose_b8o5j") -nodes/fragment/7/position = Vector2(640, 100) -nodes/fragment/connections = PackedInt32Array(4, 0, 2, 1, 3, 0, 2, 0, 2, 0, 7, 0, 7, 0, 6, 0, 7, 1, 6, 1, 6, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="137"] -shader = SubResource("136") - -[sub_resource type="VisualShaderNodeCustom" id="138"] -default_input_values = [2, -1.0, 3, 0.5] -initialized = true -script = ExtResource("27") - -[sub_resource type="VisualShaderNodeInput" id="139"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeInput" id="140"] -input_name = "texture" - -[sub_resource type="VisualShaderNodeFloatConstant" id="141"] -constant = -1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="142"] -constant = 1.0 - -[sub_resource type="VisualShader" id="143"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// BlurBasic -#include \"res://addons/shaderV/rgba/blur/blur9sample.gdshaderinc\" - -void fragment() { -// Input:6 - vec2 n_out6p0 = UV; - - -// FloatConstant:8 - float n_out8p0 = -1.000000; - - -// FloatConstant:9 - float n_out9p0 = 1.000000; - - - vec3 n_out5p0; - float n_out5p1; -// BlurBasic:5 - { - vec4 n_out5p0n_out5p1 = _blur9sampleFunc(TEXTURE, vec3(n_out6p0, 0.0).xy, n_out8p0, n_out9p0); - n_out5p0 = n_out5p0n_out5p1.rgb; - n_out5p1 = n_out5p0n_out5p1.a; - } - - -// Output:0 - COLOR.rgb = n_out5p0; - COLOR.a = n_out5p1; - - -} -" -graph_offset = Vector2(-115, -78) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(260, 0) -nodes/fragment/5/node = SubResource("138") -nodes/fragment/5/position = Vector2(0, 0) -nodes/fragment/6/node = SubResource("139") -nodes/fragment/6/position = Vector2(-360, -40) -nodes/fragment/7/node = SubResource("140") -nodes/fragment/7/position = Vector2(-320, -120) -nodes/fragment/8/node = SubResource("141") -nodes/fragment/8/position = Vector2(-220, 40) -nodes/fragment/9/node = SubResource("142") -nodes/fragment/9/position = Vector2(-220, 120) -nodes/fragment/connections = PackedInt32Array(6, 0, 5, 1, 7, 0, 5, 0, 5, 1, 0, 1, 8, 0, 5, 2, 9, 0, 5, 3, 5, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="144"] -shader = SubResource("143") - -[sub_resource type="VisualShaderNodeFloatConstant" id="145"] -constant = 5.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="146"] -constant = 0.003 - -[sub_resource type="VisualShaderNodeFloatConstant" id="147"] -constant = -1.0 - -[sub_resource type="VisualShaderNodeCustom" id="148"] -default_input_values = [2, -1.0, 3, 5, 4, 0.001] -initialized = true -script = ExtResource("28") - -[sub_resource type="VisualShader" id="149"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// BlurCustom -#include \"res://addons/shaderV/rgba/blur/blurCustom.gdshaderinc\" - -void fragment() { -// Input:6 - vec2 n_out6p0 = UV; - - -// FloatConstant:12 - float n_out12p0 = -1.000000; - - -// FloatConstant:10 - float n_out10p0 = 5.000000; - - -// FloatConstant:11 - float n_out11p0 = 0.003000; - - - vec3 n_out8p0; - float n_out8p1; -// BlurCustom:8 - { - vec4 n_out8p0n_out8p1 = _blurWithAmountFunc(TEXTURE, vec3(n_out6p0, 0.0).xy, n_out12p0, int(n_out10p0), n_out11p0); - n_out8p0 = n_out8p0n_out8p1.rgb; - n_out8p1 = n_out8p0n_out8p1.a; - } - - -// Output:0 - COLOR.rgb = n_out8p0; - COLOR.a = n_out8p1; - - -} -" -graph_offset = Vector2(-299.913, -345) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(240, -200) -nodes/fragment/6/node = SubResource("139") -nodes/fragment/6/position = Vector2(-380, -260) -nodes/fragment/7/node = SubResource("140") -nodes/fragment/7/position = Vector2(-340, -340) -nodes/fragment/8/node = SubResource("148") -nodes/fragment/8/position = Vector2(0, -200) -nodes/fragment/10/node = SubResource("145") -nodes/fragment/10/position = Vector2(-240, -100) -nodes/fragment/11/node = SubResource("146") -nodes/fragment/11/position = Vector2(-240, -20) -nodes/fragment/12/node = SubResource("147") -nodes/fragment/12/position = Vector2(-240, -180) -nodes/fragment/connections = PackedInt32Array(8, 1, 0, 1, 7, 0, 8, 0, 6, 0, 8, 1, 12, 0, 8, 2, 10, 0, 8, 3, 11, 0, 8, 4, 8, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="150"] -shader = SubResource("149") - -[sub_resource type="VisualShaderNodeCustom" id="151"] -default_input_values = [2, -1.0, 3, Vector3(0.5, 0.5, 0), 4, 20.0, 5, 0.005] -initialized = true -script = ExtResource("29") - -[sub_resource type="VisualShaderNodeFloatConstant" id="152"] -constant = 0.1 - -[sub_resource type="VisualShaderNodeFloatConstant" id="153"] -constant = -1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="154"] -constant = 20.0 - -[sub_resource type="VisualShaderNodeVec3Constant" id="155"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShaderNodeCustom" id="156"] -default_input_values = [0, 1.0, 1, 1.0] -initialized = true -script = ExtResource("16") - -[sub_resource type="VisualShader" id="157"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// ZoomBlur -#include \"res://addons/shaderV/rgba/blur/zoomBlur.gdshaderinc\" - -void fragment() { -// Input:6 - vec2 n_out6p0 = UV; - - -// FloatConstant:13 - float n_out13p0 = -1.000000; - - -// Vector3Constant:15 - vec3 n_out15p0 = vec3(0.500000, 0.500000, 0.000000); - - -// FloatConstant:14 - float n_out14p0 = 20.000000; - - -// FloatConstant:12 - float n_out12p0 = 0.100000; - - - float n_out9p0; -// SinTIME:9 - float n_in9p0 = 1.00000; - { - n_out9p0 = n_out12p0 * sin(n_in9p0 * TIME); - } - - - vec3 n_out11p0; - float n_out11p1; -// ZoomBlur:11 - { - vec4 n_out11p0n_out11p1 = _zoomBlurFunc(TEXTURE, vec3(n_out6p0, 0.0).xy, int(n_out14p0), n_out15p0.xy, n_out9p0, n_out13p0); - n_out11p0 = n_out11p0n_out11p1.rgb; - n_out11p1 = n_out11p0n_out11p1.a; - } - - -// Output:0 - COLOR.rgb = n_out11p0; - COLOR.a = n_out11p1; - - -} -" -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(260, 0) -nodes/fragment/6/node = SubResource("139") -nodes/fragment/6/position = Vector2(-400, -100) -nodes/fragment/7/node = SubResource("140") -nodes/fragment/7/position = Vector2(-360, -180) -nodes/fragment/9/node = SubResource("156") -nodes/fragment/9/position = Vector2(-260, 240) -nodes/fragment/11/node = SubResource("151") -nodes/fragment/11/position = Vector2(0, 0) -nodes/fragment/12/node = SubResource("152") -nodes/fragment/12/position = Vector2(-520, 340) -nodes/fragment/13/node = SubResource("153") -nodes/fragment/13/position = Vector2(-260, -20) -nodes/fragment/14/node = SubResource("154") -nodes/fragment/14/position = Vector2(-260, 160) -nodes/fragment/15/node = SubResource("155") -nodes/fragment/15/position = Vector2(-400, 60) -nodes/fragment/connections = PackedInt32Array(6, 0, 11, 1, 12, 0, 9, 1, 9, 0, 11, 5, 13, 0, 11, 2, 14, 0, 11, 4, 7, 0, 11, 0, 11, 1, 0, 1, 15, 0, 11, 3, 11, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="158"] -shader = SubResource("157") - -[sub_resource type="VisualShaderNodeCustom" id="159"] -default_input_values = [2, -1.0, 3, 1.0, 4, 1.0, 5, 1.0, 6, Vector3(1, 1, 1), 7, 1.0] -initialized = true -script = ExtResource("31") - -[sub_resource type="VisualShaderNodeColorConstant" id="160"] -constant = Color(1, 0, 0, 1) - -[sub_resource type="VisualShaderNodeFloatConstant" id="161"] -constant = -1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="162"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="163"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="164"] -constant = 1.0 - -[sub_resource type="VisualShader" id="165"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// GlowEmpty -#include \"res://addons/shaderV/rgba/glow/glowEmpty.gdshaderinc\" - -void fragment() { -// Input:6 - vec2 n_out6p0 = UV; - - -// FloatConstant:15 - float n_out15p0 = -1.000000; - - -// FloatConstant:16 - float n_out16p0 = 1.000000; - - -// FloatConstant:17 - float n_out17p0 = 1.000000; - - -// FloatConstant:18 - float n_out18p0 = 1.000000; - - -// ColorConstant:14 - vec4 n_out14p0 = vec4(1.000000, 0.000000, 0.000000, 1.000000); - - - vec3 n_out13p0; - float n_out13p1; -// GlowEmpty:13 - float n_in13p7 = 1.00000; - { - vec4 n_out13p0n_out13p1 = _inoutGlowEmptyFunc(TEXTURE, vec3(n_out6p0, 0.0).xy, n_out15p0, n_out16p0, n_out17p0, n_out18p0, vec4(vec3(n_out14p0.xyz), n_in13p7)); - n_out13p0 = n_out13p0n_out13p1.rgb; - n_out13p1 = n_out13p0n_out13p1.a; - } - - -// Output:0 - COLOR.rgb = n_out13p0; - COLOR.a = n_out13p1; - - -} -" -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(200, 0) -nodes/fragment/6/node = SubResource("139") -nodes/fragment/6/position = Vector2(-420, -100) -nodes/fragment/7/node = SubResource("140") -nodes/fragment/7/position = Vector2(-380, -180) -nodes/fragment/13/node = SubResource("159") -nodes/fragment/13/position = Vector2(-40, 0) -nodes/fragment/14/node = SubResource("160") -nodes/fragment/14/position = Vector2(-240, 300) -nodes/fragment/15/node = SubResource("161") -nodes/fragment/15/position = Vector2(-280, -20) -nodes/fragment/16/node = SubResource("162") -nodes/fragment/16/position = Vector2(-280, 60) -nodes/fragment/17/node = SubResource("163") -nodes/fragment/17/position = Vector2(-280, 140) -nodes/fragment/18/node = SubResource("164") -nodes/fragment/18/position = Vector2(-280, 220) -nodes/fragment/connections = PackedInt32Array(13, 1, 0, 1, 7, 0, 13, 0, 6, 0, 13, 1, 14, 0, 13, 6, 15, 0, 13, 2, 16, 0, 13, 3, 17, 0, 13, 4, 18, 0, 13, 5, 13, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="166"] -shader = SubResource("165") - -[sub_resource type="VisualShaderNodeCustom" id="167"] -default_input_values = [2, -1.0, 3, 1.0, 4, 1.0, 5, Vector3(1, 1, 1), 6, 1.0] -initialized = true -script = ExtResource("30") - -[sub_resource type="VisualShaderNodeFloatConstant" id="168"] -constant = -1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="169"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="170"] -constant = 1.0 - -[sub_resource type="VisualShader" id="171"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// InnerGlow -#include \"res://addons/shaderV/rgba/glow/innerGlow.gdshaderinc\" - -void fragment() { -// Input:6 - vec2 n_out6p0 = UV; - - -// FloatConstant:16 - float n_out16p0 = -1.000000; - - -// FloatConstant:17 - float n_out17p0 = 1.000000; - - -// FloatConstant:18 - float n_out18p0 = 1.000000; - - -// ColorConstant:14 - vec4 n_out14p0 = vec4(1.000000, 0.000000, 0.000000, 1.000000); - - - vec3 n_out15p0; - float n_out15p1; -// InnerGlow:15 - float n_in15p6 = 1.00000; - { - vec4 n_out15p0n_out15p1 = _innerGlowFunc(TEXTURE, vec3(n_out6p0, 0.0).xy, n_out16p0, n_out17p0, n_out18p0, vec4(vec3(n_out14p0.xyz), n_in15p6)); - n_out15p0 = n_out15p0n_out15p1.rgb; - n_out15p1 = n_out15p0n_out15p1.a; - } - - -// Output:0 - COLOR.rgb = n_out15p0; - COLOR.a = n_out15p1; - - -} -" -graph_offset = Vector2(-56, -47) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(200, 0) -nodes/fragment/6/node = SubResource("139") -nodes/fragment/6/position = Vector2(-420, -80) -nodes/fragment/7/node = SubResource("140") -nodes/fragment/7/position = Vector2(-380, -160) -nodes/fragment/14/node = SubResource("160") -nodes/fragment/14/position = Vector2(-220, 240) -nodes/fragment/15/node = SubResource("167") -nodes/fragment/15/position = Vector2(-40, 0) -nodes/fragment/16/node = SubResource("168") -nodes/fragment/16/position = Vector2(-280, 0) -nodes/fragment/17/node = SubResource("169") -nodes/fragment/17/position = Vector2(-280, 80) -nodes/fragment/18/node = SubResource("170") -nodes/fragment/18/position = Vector2(-280, 160) -nodes/fragment/connections = PackedInt32Array(7, 0, 15, 0, 6, 0, 15, 1, 14, 0, 15, 5, 16, 0, 15, 2, 17, 0, 15, 3, 18, 0, 15, 4, 15, 0, 0, 0, 15, 1, 0, 1) - -[sub_resource type="ShaderMaterial" id="172"] -shader = SubResource("171") - -[sub_resource type="VisualShaderNodeCustom" id="173"] -default_input_values = [2, -1.0, 3, 1.0, 4, 1.0, 5, Vector3(1, 1, 1), 6, 1.0] -initialized = true -script = ExtResource("32") - -[sub_resource type="VisualShaderNodeInput" id="174"] -input_name = "texture" - -[sub_resource type="VisualShaderNodeInput" id="175"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeColorConstant" id="176"] -constant = Color(1, 0, 0, 1) - -[sub_resource type="VisualShaderNodeFloatConstant" id="177"] -constant = -1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="178"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="179"] -constant = 1.0 - -[sub_resource type="VisualShader" id="180"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// InnerGlowEmpty -#include \"res://addons/shaderV/rgba/glow/innerGlowEmpty.gdshaderinc\" - -void fragment() { -// Input:4 - vec2 n_out4p0 = UV; - - -// FloatConstant:6 - float n_out6p0 = -1.000000; - - -// FloatConstant:7 - float n_out7p0 = 1.000000; - - -// FloatConstant:8 - float n_out8p0 = 1.000000; - - -// ColorConstant:5 - vec4 n_out5p0 = vec4(1.000000, 0.000000, 0.000000, 1.000000); - - - vec3 n_out2p0; - float n_out2p1; -// InnerGlowEmpty:2 - float n_in2p6 = 1.00000; - { - vec4 n_out2p0n_out2p1 = _innerGlowEmptyFunc(TEXTURE, vec3(n_out4p0, 0.0).xy, n_out6p0, n_out7p0, n_out8p0, vec4(vec3(n_out5p0.xyz), n_in2p6)); - n_out2p0 = n_out2p0n_out2p1.rgb; - n_out2p1 = n_out2p0n_out2p1.a; - } - - -// Output:0 - COLOR.rgb = n_out2p0; - COLOR.a = n_out2p1; - - -} -" -graph_offset = Vector2(-54, 27) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(400, 200) -nodes/fragment/2/node = SubResource("173") -nodes/fragment/2/position = Vector2(160, 200) -nodes/fragment/3/node = SubResource("174") -nodes/fragment/3/position = Vector2(-160, 60) -nodes/fragment/4/node = SubResource("175") -nodes/fragment/4/position = Vector2(-200, 140) -nodes/fragment/5/node = SubResource("176") -nodes/fragment/5/position = Vector2(-20, 460) -nodes/fragment/6/node = SubResource("177") -nodes/fragment/6/position = Vector2(-60, 220) -nodes/fragment/7/node = SubResource("178") -nodes/fragment/7/position = Vector2(-60, 300) -nodes/fragment/8/node = SubResource("179") -nodes/fragment/8/position = Vector2(-60, 380) -nodes/fragment/connections = PackedInt32Array(2, 1, 0, 1, 4, 0, 2, 1, 3, 0, 2, 0, 5, 0, 2, 5, 6, 0, 2, 2, 8, 0, 2, 4, 7, 0, 2, 3, 2, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="181"] -shader = SubResource("180") - -[sub_resource type="VisualShaderNodeFloatConstant" id="182"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeCustom" id="183"] -default_input_values = [2, -1.0, 3, 1.0, 4, 1.0, 5, Vector3(1, 1, 1), 6, 1.0] -initialized = true -script = ExtResource("33") - -[sub_resource type="VisualShaderNodeColorConstant" id="184"] -constant = Color(1, 0, 0, 1) - -[sub_resource type="VisualShaderNodeFloatConstant" id="185"] -constant = -1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="186"] -constant = 1.0 - -[sub_resource type="VisualShader" id="187"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// OuterGlow -#include \"res://addons/shaderV/rgba/glow/outerGlow.gdshaderinc\" - -void fragment() { -// Input:4 - vec2 n_out4p0 = UV; - - -// FloatConstant:8 - float n_out8p0 = -1.000000; - - -// FloatConstant:9 - float n_out9p0 = 1.000000; - - -// FloatConstant:10 - float n_out10p0 = 1.000000; - - -// ColorConstant:7 - vec4 n_out7p0 = vec4(1.000000, 0.000000, 0.000000, 1.000000); - - - vec3 n_out6p0; - float n_out6p1; -// OuterGlow:6 - float n_in6p6 = 1.00000; - { - vec4 n_out6p0n_out6p1 = _outerGlowFunc(TEXTURE, vec3(n_out4p0, 0.0).xy, n_out8p0, n_out9p0, n_out10p0, vec4(vec3(n_out7p0.xyz), n_in6p6)); - n_out6p0 = n_out6p0n_out6p1.rgb; - n_out6p1 = n_out6p0n_out6p1.a; - } - - -// Output:0 - COLOR.rgb = n_out6p0; - COLOR.a = n_out6p1; - - -} -" -graph_offset = Vector2(-422, 18) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(400, 200) -nodes/fragment/3/node = SubResource("174") -nodes/fragment/3/position = Vector2(-180, 60) -nodes/fragment/4/node = SubResource("175") -nodes/fragment/4/position = Vector2(-220, 140) -nodes/fragment/6/node = SubResource("183") -nodes/fragment/6/position = Vector2(160, 200) -nodes/fragment/7/node = SubResource("184") -nodes/fragment/7/position = Vector2(-80, 460) -nodes/fragment/8/node = SubResource("185") -nodes/fragment/8/position = Vector2(-80, 220) -nodes/fragment/9/node = SubResource("186") -nodes/fragment/9/position = Vector2(-80, 300) -nodes/fragment/10/node = SubResource("182") -nodes/fragment/10/position = Vector2(-80, 380) -nodes/fragment/connections = PackedInt32Array(6, 1, 0, 1, 3, 0, 6, 0, 4, 0, 6, 1, 7, 0, 6, 5, 8, 0, 6, 2, 9, 0, 6, 3, 10, 0, 6, 4, 6, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="188"] -shader = SubResource("187") - -[sub_resource type="VisualShaderNodeFloatConstant" id="189"] -constant = -1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="190"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="191"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeCustom" id="192"] -default_input_values = [2, -1.0, 3, 1.0, 4, 1.0, 5, Vector3(1, 1, 1), 6, 1.0] -initialized = true -script = ExtResource("34") - -[sub_resource type="VisualShaderNodeColorConstant" id="193"] -constant = Color(1, 0, 0, 1) - -[sub_resource type="VisualShader" id="194"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// OuterGlowEmpty -#include \"res://addons/shaderV/rgba/glow/outerGlowEmpty.gdshaderinc\" - -void fragment() { -// Input:4 - vec2 n_out4p0 = UV; - - -// FloatConstant:10 - float n_out10p0 = -1.000000; - - -// FloatConstant:11 - float n_out11p0 = 1.000000; - - -// FloatConstant:12 - float n_out12p0 = 1.000000; - - -// ColorConstant:9 - vec4 n_out9p0 = vec4(1.000000, 0.000000, 0.000000, 1.000000); - - - vec3 n_out7p0; - float n_out7p1; -// OuterGlowEmpty:7 - float n_in7p6 = 1.00000; - { - vec4 n_out7p0n_out7p1 = _outerGlowEmptyFunc(TEXTURE, vec3(n_out4p0, 0.0).xy, n_out10p0, n_out11p0, n_out12p0, vec4(vec3(n_out9p0.xyz), n_in7p6)); - n_out7p0 = n_out7p0n_out7p1.rgb; - n_out7p1 = n_out7p0n_out7p1.a; - } - - -// Output:0 - COLOR.rgb = n_out7p0; - COLOR.a = n_out7p1; - - -} -" -graph_offset = Vector2(-220.103, 147.328) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(400, 200) -nodes/fragment/3/node = SubResource("174") -nodes/fragment/3/position = Vector2(-160, 40) -nodes/fragment/4/node = SubResource("175") -nodes/fragment/4/position = Vector2(-200, 120) -nodes/fragment/7/node = SubResource("192") -nodes/fragment/7/position = Vector2(180, 200) -nodes/fragment/9/node = SubResource("193") -nodes/fragment/9/position = Vector2(-60, 440) -nodes/fragment/10/node = SubResource("189") -nodes/fragment/10/position = Vector2(-60, 200) -nodes/fragment/11/node = SubResource("190") -nodes/fragment/11/position = Vector2(-60, 280) -nodes/fragment/12/node = SubResource("191") -nodes/fragment/12/position = Vector2(-60, 360) -nodes/fragment/connections = PackedInt32Array(7, 1, 0, 1, 3, 0, 7, 0, 4, 0, 7, 1, 9, 0, 7, 5, 10, 0, 7, 2, 11, 0, 7, 3, 12, 0, 7, 4, 7, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="195"] -shader = SubResource("194") - -[sub_resource type="VisualShaderNodeVec3Constant" id="196"] -constant = Vector3(8, 8, 0) - -[sub_resource type="VisualShaderNodeColorConstant" id="197"] -expanded_output_ports = [0] -constant = Color(0, 1, 0.5, 1) - -[sub_resource type="VisualShaderNodeCustom" id="198"] -default_input_values = [1, Vector3(8, 8, 0), 2, Vector3(1, 1, 1), 3, 1] -initialized = true -script = ExtResource("35") - -[sub_resource type="VisualShader" id="199"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// CheckerboardShape -#include \"res://addons/shaderV/rgba/generate_shapes/chekerboardPattern.gdshaderinc\" - -void fragment() { -// Input:4 - vec2 n_out4p0 = UV; - - -// Vector3Constant:10 - vec3 n_out10p0 = vec3(8.000000, 8.000000, 0.000000); - - -// ColorConstant:8 - vec4 n_out8p0 = vec4(0.000000, 1.000000, 0.500000, 1.000000); - float n_out8p4 = n_out8p0.a; - - - vec3 n_out9p0; - float n_out9p1; -// CheckerboardShape:9 - { - n_out9p0 = vec3(n_out8p0.xyz); - n_out9p1 = _checkerboardPatternFunc(vec3(n_out4p0, 0.0).xy, n_out10p0.xy) * n_out8p4; - } - - -// Output:0 - COLOR.rgb = n_out9p0; - COLOR.a = n_out9p1; - - -} -" -graph_offset = Vector2(-151, 179) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(420, 220) -nodes/fragment/4/node = SubResource("175") -nodes/fragment/4/position = Vector2(-220, 120) -nodes/fragment/8/node = SubResource("197") -nodes/fragment/8/position = Vector2(-60, 320) -nodes/fragment/9/node = SubResource("198") -nodes/fragment/9/position = Vector2(180, 220) -nodes/fragment/10/node = SubResource("196") -nodes/fragment/10/position = Vector2(-220, 220) -nodes/fragment/connections = PackedInt32Array(9, 0, 0, 0, 9, 1, 0, 1, 8, 0, 9, 2, 10, 0, 9, 1, 4, 0, 9, 0, 8, 4, 9, 3) - -[sub_resource type="ShaderMaterial" id="200"] -shader = SubResource("199") - -[sub_resource type="VisualShaderNodeCustom" id="210"] -default_input_values = [1, Vector3(0.5, 0.5, 0), 2, Vector3(1, 1, 0), 3, -0.5, 4, 0.5, 5, 1.0, 6, Vector3(1, 1, 1), 7, 1.0] -initialized = true -script = ExtResource("37") - -[sub_resource type="VisualShaderNodeFloatConstant" id="211"] -constant = -0.5 - -[sub_resource type="VisualShaderNodeFloatConstant" id="212"] -constant = 0.5 - -[sub_resource type="VisualShaderNodeFloatConstant" id="213"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeColorConstant" id="214"] -constant = Color(1, 0, 0, 1) - -[sub_resource type="VisualShaderNodeVec3Constant" id="215"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShaderNodeVec3Constant" id="216"] -constant = Vector3(1, 1, 0) - -[sub_resource type="VisualShader" id="217"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// CircleShape -#include \"res://addons/shaderV/rgba/generate_shapes/generateCircle.gdshaderinc\" - -void fragment() { -// Input:4 - vec2 n_out4p0 = UV; - - -// Vector3Constant:23 - vec3 n_out23p0 = vec3(0.500000, 0.500000, 0.000000); - - -// Vector3Constant:24 - vec3 n_out24p0 = vec3(1.000000, 1.000000, 0.000000); - - -// FloatConstant:19 - float n_out19p0 = -0.500000; - - -// FloatConstant:20 - float n_out20p0 = 0.500000; - - -// FloatConstant:21 - float n_out21p0 = 1.000000; - - -// ColorConstant:22 - vec4 n_out22p0 = vec4(1.000000, 0.000000, 0.000000, 1.000000); - - - vec3 n_out18p0; - float n_out18p1; -// CircleShape:18 - float n_in18p7 = 1.00000; - { - n_out18p0 = vec3(n_out22p0.xyz); - n_out18p1 = _generateCircleFunc(vec3(n_out4p0, 0.0).xy, n_out23p0.xy, n_out24p0.xy, n_out19p0, n_out20p0, n_out21p0).a * n_in18p7; - } - - -// Output:0 - COLOR.rgb = n_out18p0; - COLOR.a = n_out18p1; - - -} -" -graph_offset = Vector2(-157, 124) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(540, 180) -nodes/fragment/4/node = SubResource("175") -nodes/fragment/4/position = Vector2(-120, 0) -nodes/fragment/18/node = SubResource("210") -nodes/fragment/18/position = Vector2(320, 180) -nodes/fragment/19/node = SubResource("211") -nodes/fragment/19/position = Vector2(20, 280) -nodes/fragment/20/node = SubResource("212") -nodes/fragment/20/position = Vector2(20, 360) -nodes/fragment/21/node = SubResource("213") -nodes/fragment/21/position = Vector2(20, 440) -nodes/fragment/22/node = SubResource("214") -nodes/fragment/22/position = Vector2(20, 520) -nodes/fragment/23/node = SubResource("215") -nodes/fragment/23/position = Vector2(-120, 80) -nodes/fragment/24/node = SubResource("216") -nodes/fragment/24/position = Vector2(-120, 180) -nodes/fragment/connections = PackedInt32Array(4, 0, 18, 0, 19, 0, 18, 3, 20, 0, 18, 4, 21, 0, 18, 5, 22, 0, 18, 6, 23, 0, 18, 1, 24, 0, 18, 2, 18, 1, 0, 1, 18, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="218"] -shader = SubResource("217") - -[sub_resource type="VisualShaderNodeCustom" id="201"] -default_input_values = [1, Vector3(0.5, 0.5, 0), 2, Vector3(1, 1, 0), 3, 0.0, 4, 0.5, 5, 0.5, 6, Vector3(1, 1, 1), 7, 1.0] -initialized = true -script = ExtResource("36") - -[sub_resource type="VisualShaderNodeColorConstant" id="202"] -constant = Color(0.59375, 0, 1, 1) - -[sub_resource type="VisualShaderNodeVec3Constant" id="203"] -constant = Vector3(1, 1, 0) - -[sub_resource type="VisualShaderNodeFloatConstant" id="204"] - -[sub_resource type="VisualShaderNodeFloatConstant" id="205"] -constant = 0.5 - -[sub_resource type="VisualShaderNodeFloatConstant" id="206"] -constant = 0.5 - -[sub_resource type="VisualShaderNodeVec3Constant" id="207"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShader" id="208"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// CircleShape2 -#include \"res://addons/shaderV/rgba/generate_shapes/generateCircle2.gdshaderinc\" - -void fragment() { -// Input:4 - vec2 n_out4p0 = UV; - - -// Vector3Constant:18 - vec3 n_out18p0 = vec3(0.500000, 0.500000, 0.000000); - - -// Vector3Constant:14 - vec3 n_out14p0 = vec3(1.000000, 1.000000, 0.000000); - - -// FloatConstant:15 - float n_out15p0 = 0.000000; - - -// FloatConstant:16 - float n_out16p0 = 0.500000; - - -// FloatConstant:17 - float n_out17p0 = 0.500000; - - -// ColorConstant:12 - vec4 n_out12p0 = vec4(0.593750, 0.000000, 1.000000, 1.000000); - - - vec3 n_out11p0; - float n_out11p1; -// CircleShape2:11 - float n_in11p7 = 1.00000; - { - vec4 n_out11p0n_out11p1 = _generateCircle2Func(vec3(n_out4p0, 0.0).xy, n_out18p0.xy, n_out14p0.xy, n_out15p0, n_out16p0, n_out17p0, vec4(vec3(n_out12p0.xyz), n_in11p7)); - n_out11p0 = n_out11p0n_out11p1.rgb; - n_out11p1 = n_out11p0n_out11p1.a; - } - - -// Output:0 - COLOR.rgb = n_out11p0; - COLOR.a = n_out11p1; - - -} -" -graph_offset = Vector2(-94.2341, 77.3223) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(540, 200) -nodes/fragment/4/node = SubResource("175") -nodes/fragment/4/position = Vector2(-120, -20) -nodes/fragment/11/node = SubResource("201") -nodes/fragment/11/position = Vector2(320, 200) -nodes/fragment/12/node = SubResource("202") -nodes/fragment/12/position = Vector2(60, 520) -nodes/fragment/14/node = SubResource("203") -nodes/fragment/14/position = Vector2(-120, 180) -nodes/fragment/15/node = SubResource("204") -nodes/fragment/15/position = Vector2(40, 280) -nodes/fragment/16/node = SubResource("205") -nodes/fragment/16/position = Vector2(40, 360) -nodes/fragment/17/node = SubResource("206") -nodes/fragment/17/position = Vector2(40, 440) -nodes/fragment/18/node = SubResource("207") -nodes/fragment/18/position = Vector2(-120, 80) -nodes/fragment/connections = PackedInt32Array(11, 1, 0, 1, 12, 0, 11, 6, 4, 0, 11, 0, 16, 0, 11, 4, 17, 0, 11, 5, 14, 0, 11, 2, 18, 0, 11, 1, 15, 0, 11, 3, 11, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="209"] -shader = SubResource("208") - -[sub_resource type="VisualShaderNodeColorConstant" id="225"] -constant = Color(1, 0.867188, 0, 1) - -[sub_resource type="VisualShaderNodeCustom" id="226"] -default_input_values = [1, Vector3(0.5, 0.5, 0), 2, 3, 3, Vector3(1, 1, 0), 4, 0.0, 5, 0.0, 6, Vector3(1, 1, 1), 7, 1.0] -initialized = true -script = ExtResource("39") - -[sub_resource type="VisualShaderNodeVec3Constant" id="227"] -constant = Vector3(0.5, 0.6, 0) - -[sub_resource type="VisualShaderNodeVec3Constant" id="228"] -constant = Vector3(1, 1, 0) - -[sub_resource type="VisualShaderNodeFloatConstant" id="229"] -constant = 3.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="230"] -constant = 0.064 - -[sub_resource type="VisualShaderNodeFloatConstant" id="231"] -constant = 0.05 - -[sub_resource type="VisualShader" id="232"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// RegularPolygonShape -#include \"res://addons/shaderV/rgba/generate_shapes/generateRegularNgon.gdshaderinc\" - -void fragment() { -// Input:4 - vec2 n_out4p0 = UV; - - -// Vector3Constant:28 - vec3 n_out28p0 = vec3(0.500000, 0.600000, 0.000000); - - -// FloatConstant:31 - float n_out31p0 = 3.000000; - - -// Vector3Constant:29 - vec3 n_out29p0 = vec3(1.000000, 1.000000, 0.000000); - - -// FloatConstant:32 - float n_out32p0 = 0.064000; - - -// FloatConstant:33 - float n_out33p0 = 0.050000; - - -// ColorConstant:26 - vec4 n_out26p0 = vec4(1.000000, 0.867188, 0.000000, 1.000000); - - - vec3 n_out27p0; - float n_out27p1; -// RegularPolygonShape:27 - float n_in27p7 = 1.00000; - { - n_out27p0 = vec3(n_out26p0.xyz); - n_out27p1 = _polygonFunc(vec3(n_out4p0, 0.0).xy, n_out28p0.xy, n_out29p0.xy, n_out31p0, n_out32p0, n_out33p0) * n_in27p7; - } - - -// Output:0 - COLOR.rgb = n_out27p0; - COLOR.a = n_out27p1; - - -} -" -graph_offset = Vector2(-310.568, -28.3627) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(540, 160) -nodes/fragment/4/node = SubResource("175") -nodes/fragment/4/position = Vector2(-140, -80) -nodes/fragment/26/node = SubResource("225") -nodes/fragment/26/position = Vector2(0, 440) -nodes/fragment/27/node = SubResource("226") -nodes/fragment/27/position = Vector2(260, 160) -nodes/fragment/28/node = SubResource("227") -nodes/fragment/28/position = Vector2(-140, 0) -nodes/fragment/29/node = SubResource("228") -nodes/fragment/29/position = Vector2(-140, 180) -nodes/fragment/31/node = SubResource("229") -nodes/fragment/31/position = Vector2(0, 100) -nodes/fragment/32/node = SubResource("230") -nodes/fragment/32/position = Vector2(0, 280) -nodes/fragment/33/node = SubResource("231") -nodes/fragment/33/position = Vector2(0, 360) -nodes/fragment/connections = PackedInt32Array(27, 1, 0, 1, 4, 0, 27, 0, 28, 0, 27, 1, 31, 0, 27, 2, 29, 0, 27, 3, 32, 0, 27, 4, 33, 0, 27, 5, 26, 0, 27, 6, 27, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="233"] -shader = SubResource("232") - -[sub_resource type="VisualShaderNodeColorConstant" id="234"] -constant = Color(0, 0.552138, 1, 1) - -[sub_resource type="VisualShaderNodeVec3Constant" id="235"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShaderNodeCustom" id="236"] -default_input_values = [1, Vector3(0.5, 0.5, 0), 2, 70.0, 3, 1.0, 4, 1.0, 5, 0.0, 6, 0.0, 7, Vector3(1, 1, 1), 8, 1.0] -initialized = true -script = ExtResource("40") - -[sub_resource type="VisualShaderNodeFloatConstant" id="237"] -constant = 70.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="238"] -constant = 10.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="239"] -constant = 1.2 - -[sub_resource type="VisualShaderNodeFloatConstant" id="240"] -constant = -2.0 - -[sub_resource type="VisualShaderNodeInput" id="241"] -input_name = "time" - -[sub_resource type="VisualShader" id="242"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// SpiralShape -#include \"res://addons/shaderV/rgba/generate_shapes/generateSpiral.gdshaderinc\" - -void fragment() { -// Input:4 - vec2 n_out4p0 = UV; - - -// Vector3Constant:38 - vec3 n_out38p0 = vec3(0.500000, 0.500000, 0.000000); - - -// FloatConstant:41 - float n_out41p0 = 70.000000; - - -// FloatConstant:42 - float n_out42p0 = 10.000000; - - -// FloatConstant:43 - float n_out43p0 = 1.200000; - - -// FloatConstant:44 - float n_out44p0 = -2.000000; - - -// Input:45 - float n_out45p0 = TIME; - - -// ColorConstant:37 - vec4 n_out37p0 = vec4(0.000000, 0.552138, 1.000000, 1.000000); - - - vec3 n_out40p0; - float n_out40p1; -// SpiralShape:40 - float n_in40p8 = 1.00000; - { - vec4 n_out40p0n_out40p1 = _generateSpiralFunc(vec3(n_out4p0, 0.0).xy, n_out38p0.xy, n_out41p0, n_out42p0, n_out44p0, n_out43p0, n_out45p0, vec4(vec3(n_out37p0.xyz), n_in40p8)); - n_out40p0 = n_out40p0n_out40p1.rgb; - n_out40p1 = n_out40p0n_out40p1.a; - } - - -// Output:0 - COLOR.rgb = n_out40p0; - COLOR.a = n_out40p1; - - -} -" -graph_offset = Vector2(-271.496, -54.4786) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(580, 200) -nodes/fragment/4/node = SubResource("175") -nodes/fragment/4/position = Vector2(-140, -40) -nodes/fragment/37/node = SubResource("234") -nodes/fragment/37/position = Vector2(0, 540) -nodes/fragment/38/node = SubResource("235") -nodes/fragment/38/position = Vector2(-140, 40) -nodes/fragment/40/node = SubResource("236") -nodes/fragment/40/position = Vector2(340, 200) -nodes/fragment/41/node = SubResource("237") -nodes/fragment/41/position = Vector2(0, 140) -nodes/fragment/42/node = SubResource("238") -nodes/fragment/42/position = Vector2(0, 220) -nodes/fragment/43/node = SubResource("239") -nodes/fragment/43/position = Vector2(0, 300) -nodes/fragment/44/node = SubResource("240") -nodes/fragment/44/position = Vector2(0, 380) -nodes/fragment/45/node = SubResource("241") -nodes/fragment/45/position = Vector2(-120, 460) -nodes/fragment/connections = PackedInt32Array(4, 0, 40, 0, 38, 0, 40, 1, 41, 0, 40, 2, 42, 0, 40, 3, 43, 0, 40, 4, 44, 0, 40, 5, 45, 0, 40, 6, 37, 0, 40, 7, 40, 1, 0, 1, 40, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="243"] -shader = SubResource("242") - -[sub_resource type="VisualShaderNodeInput" id="245"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeFloatConstant" id="246"] -constant = 21.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="247"] -constant = 0.3 - -[sub_resource type="VisualShaderNodeFloatConstant" id="248"] -constant = 0.2 - -[sub_resource type="VisualShaderNodeInput" id="249"] -input_name = "time" - -[sub_resource type="VisualShaderNodeColorConstant" id="250"] -constant = Color(0, 1, 0.557237, 1) - -[sub_resource type="VisualShaderNodeCustom" id="611"] -default_input_values = [1, 21, 2, 0.5, 3, 1, 4, 0, 5, Vector3(1, 1, 1), 6, 1.0] -initialized = true -script = ExtResource("41") - -[sub_resource type="VisualShader" id="251"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// ScanLinesSharpShape -#include \"res://addons/shaderV/rgba/generate_shapes/scanLinesSharp.gdshaderinc\" - -void fragment() { -// Input:47 - vec2 n_out47p0 = UV; - - -// FloatConstant:48 - float n_out48p0 = 21.000000; - - -// FloatConstant:49 - float n_out49p0 = 0.300000; - - -// FloatConstant:50 - float n_out50p0 = 0.200000; - - -// Input:51 - float n_out51p0 = TIME; - - -// ColorConstant:52 - vec4 n_out52p0 = vec4(0.000000, 1.000000, 0.557237, 1.000000); - - - vec3 n_out53p0; - float n_out53p1; -// ScanLinesSharpShape:53 - float n_in53p6 = 1.00000; - { - n_out53p0 = vec3(n_out52p0.xyz); - n_out53p1 = _scanLinesSharpFunc(vec3(n_out47p0, 0.0).xy, n_out48p0, n_out49p0, n_out50p0, n_out51p0) * float(n_in53p6); - } - - -// Output:0 - COLOR.rgb = n_out53p0; - COLOR.a = n_out53p1; - - -} -" -graph_offset = Vector2(36, 196) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(660, 220) -nodes/fragment/47/node = SubResource("245") -nodes/fragment/47/position = Vector2(-40, 0) -nodes/fragment/48/node = SubResource("246") -nodes/fragment/48/position = Vector2(100, 80) -nodes/fragment/49/node = SubResource("247") -nodes/fragment/49/position = Vector2(100, 160) -nodes/fragment/50/node = SubResource("248") -nodes/fragment/50/position = Vector2(100, 240) -nodes/fragment/51/node = SubResource("249") -nodes/fragment/51/position = Vector2(-20, 320) -nodes/fragment/52/node = SubResource("250") -nodes/fragment/52/position = Vector2(100, 400) -nodes/fragment/53/node = SubResource("611") -nodes/fragment/53/position = Vector2(380, 220) -nodes/fragment/connections = PackedInt32Array(53, 1, 0, 1, 47, 0, 53, 0, 48, 0, 53, 1, 49, 0, 53, 2, 50, 0, 53, 3, 51, 0, 53, 4, 52, 0, 53, 5, 53, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="252"] -shader = SubResource("251") - -[sub_resource type="VisualShaderNodeColorConstant" id="253"] -constant = Color(0.623529, 0.439216, 1, 1) - -[sub_resource type="VisualShaderNodeCustom" id="254"] -default_input_values = [1, 0.5, 2, 20.0, 3, Vector3(1, 1, 1), 4, 1.0] -initialized = true -script = ExtResource("42") - -[sub_resource type="VisualShaderNodeFloatConstant" id="255"] -constant = 0.3 - -[sub_resource type="VisualShaderNodeFloatConstant" id="256"] -constant = 15.0 - -[sub_resource type="VisualShader" id="257"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// RandomStripesShape -#include \"res://addons/shaderV/rgba/generate_shapes/stripesRandom.gdshaderinc\" - -void fragment() { -// Input:47 - vec2 n_out47p0 = UV; - - -// FloatConstant:55 - float n_out55p0 = 0.300000; - - -// FloatConstant:56 - float n_out56p0 = 15.000000; - - -// ColorConstant:53 - vec4 n_out53p0 = vec4(0.623529, 0.439216, 1.000000, 1.000000); - - - vec3 n_out54p0; - float n_out54p1; -// RandomStripesShape:54 - float n_in54p4 = 1.00000; - { - n_out54p0 = vec3(n_out53p0.xyz); - n_out54p1 = _generateRandomStripesFunc(vec3(n_out47p0, 0.0).xy, n_out55p0, n_out56p0) * float(n_in54p4); - } - - -// Output:0 - COLOR.rgb = n_out54p0; - COLOR.a = n_out54p1; - - -} -" -graph_offset = Vector2(237.627, 299.737) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(660, 220) -nodes/fragment/47/node = SubResource("245") -nodes/fragment/47/position = Vector2(0, 140) -nodes/fragment/53/node = SubResource("253") -nodes/fragment/53/position = Vector2(140, 380) -nodes/fragment/54/node = SubResource("254") -nodes/fragment/54/position = Vector2(420, 220) -nodes/fragment/55/node = SubResource("255") -nodes/fragment/55/position = Vector2(140, 220) -nodes/fragment/56/node = SubResource("256") -nodes/fragment/56/position = Vector2(140, 300) -nodes/fragment/connections = PackedInt32Array(47, 0, 54, 0, 53, 0, 54, 3, 55, 0, 54, 1, 56, 0, 54, 2, 54, 0, 0, 0, 54, 1, 0, 1) - -[sub_resource type="ShaderMaterial" id="258"] -shader = SubResource("257") - -[sub_resource type="VisualShaderNodeCustom" id="259"] -output_port_for_preview = 0 -default_input_values = [1, Vector3(0, 0, 0), 2, 5] -initialized = true -script = ExtResource("43") - -[sub_resource type="VisualShaderNodeVec3Constant" id="260"] - -[sub_resource type="VisualShaderNodeFloatConstant" id="261"] -constant = 10.0 - -[sub_resource type="VisualShader" id="262"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// GenericNoise2D -#include \"res://addons/shaderV/rgba/noise/generic2d.gdshaderinc\" - -void fragment() { -// Input:47 - vec2 n_out47p0 = UV; - - -// Vector3Constant:56 - vec3 n_out56p0 = vec3(0.000000, 0.000000, 0.000000); - - -// FloatConstant:57 - float n_out57p0 = 10.000000; - - - float n_out55p0; -// GenericNoise2D:55 - { - n_out55p0 = _genericNoise2D((vec3(n_out47p0, 0.0).xy + n_out56p0.xy) * n_out57p0); - } - - -// Output:0 - COLOR.rgb = vec3(n_out55p0); - - -} -" -graph_offset = Vector2(41.1867, 31.5944) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(660, 220) -nodes/fragment/47/node = SubResource("245") -nodes/fragment/47/position = Vector2(60, 140) -nodes/fragment/55/node = SubResource("259") -nodes/fragment/55/position = Vector2(440, 220) -nodes/fragment/56/node = SubResource("260") -nodes/fragment/56/position = Vector2(60, 220) -nodes/fragment/57/node = SubResource("261") -nodes/fragment/57/position = Vector2(200, 320) -nodes/fragment/connections = PackedInt32Array(47, 0, 55, 0, 56, 0, 55, 1, 57, 0, 55, 2, 55, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="263"] -shader = SubResource("262") - -[sub_resource type="VisualShaderNodeCustom" id="264"] -default_input_values = [1, Vector3(0, 0, 0), 2, 5, 3, Vector3(0, 0, 0)] -initialized = true -script = ExtResource("44") - -[sub_resource type="VisualShaderNodeFloatConstant" id="265"] -constant = 10.0 - -[sub_resource type="VisualShaderNodeVec3Constant" id="266"] - -[sub_resource type="VisualShaderNodeVec3Constant" id="267"] - -[sub_resource type="VisualShader" id="268"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// PerlinNoise2D -#include \"res://addons/shaderV/rgba/noise/perlin2d.gdshaderinc\" - -void fragment() { -// Input:47 - vec2 n_out47p0 = UV; - - -// Vector3Constant:68 - vec3 n_out68p0 = vec3(0.000000, 0.000000, 0.000000); - - -// FloatConstant:67 - float n_out67p0 = 10.000000; - - -// Vector3Constant:69 - vec3 n_out69p0 = vec3(0.000000, 0.000000, 0.000000); - - - float n_out66p0; -// PerlinNoise2D:66 - { - n_out66p0 = _perlin2dNoiseFunc((vec3(n_out47p0, 0.0).xy+n_out68p0.xy)*n_out67p0, n_out69p0.xy); - } - - -// Output:0 - COLOR.rgb = vec3(n_out66p0); - - -} -" -graph_offset = Vector2(237, 169) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(700, 220) -nodes/fragment/47/node = SubResource("245") -nodes/fragment/47/position = Vector2(60, 120) -nodes/fragment/66/node = SubResource("264") -nodes/fragment/66/position = Vector2(480, 220) -nodes/fragment/67/node = SubResource("265") -nodes/fragment/67/position = Vector2(200, 300) -nodes/fragment/68/node = SubResource("266") -nodes/fragment/68/position = Vector2(60, 200) -nodes/fragment/69/node = SubResource("267") -nodes/fragment/69/position = Vector2(60, 380) -nodes/fragment/connections = PackedInt32Array(47, 0, 66, 0, 67, 0, 66, 2, 69, 0, 66, 3, 68, 0, 66, 1, 66, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="269"] -shader = SubResource("268") - -[sub_resource type="VisualShaderNodeCustom" id="270"] -default_input_values = [1, Vector3(0, 0, 0), 2, 5, 3, 0] -initialized = true -script = ExtResource("45") - -[sub_resource type="VisualShaderNodeFloatConstant" id="271"] -constant = 10.0 - -[sub_resource type="VisualShaderNodeVec3Constant" id="272"] - -[sub_resource type="VisualShaderNodeInput" id="273"] -input_name = "time" - -[sub_resource type="VisualShader" id="274"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// PerlinNoise3D -#include \"res://addons/shaderV/rgba/noise/perlin3d.gdshaderinc\" - -void fragment() { -// Input:47 - vec2 n_out47p0 = UV; - - -// Vector3Constant:64 - vec3 n_out64p0 = vec3(0.000000, 0.000000, 0.000000); - - -// FloatConstant:63 - float n_out63p0 = 10.000000; - - -// Input:65 - float n_out65p0 = TIME; - - - float n_out62p0; -// PerlinNoise3D:62 - { - n_out62p0 = _perlin3dNoiseFunc(vec3((vec3(n_out47p0, 0.0).xy+n_out64p0.xy) * n_out63p0, n_out65p0)); - } - - -// Output:0 - COLOR.rgb = vec3(n_out62p0); - - -} -" -graph_offset = Vector2(59.0211, 97.2226) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(680, 280) -nodes/fragment/47/node = SubResource("245") -nodes/fragment/47/position = Vector2(100, 180) -nodes/fragment/62/node = SubResource("270") -nodes/fragment/62/position = Vector2(480, 280) -nodes/fragment/63/node = SubResource("271") -nodes/fragment/63/position = Vector2(220, 360) -nodes/fragment/64/node = SubResource("272") -nodes/fragment/64/position = Vector2(80, 260) -nodes/fragment/65/node = SubResource("273") -nodes/fragment/65/position = Vector2(100, 440) -nodes/fragment/connections = PackedInt32Array(47, 0, 62, 0, 63, 0, 62, 2, 64, 0, 62, 1, 65, 0, 62, 3, 62, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="275"] -shader = SubResource("274") - -[sub_resource type="VisualShaderNodeCustom" id="276"] -default_input_values = [1, Vector3(0, 0, 0), 2, 5, 3, Vector3(0, 0, 0), 4, 0] -initialized = true -script = ExtResource("46") - -[sub_resource type="VisualShaderNodeFloatConstant" id="277"] -constant = 10.0 - -[sub_resource type="VisualShaderNodeVec3Constant" id="278"] - -[sub_resource type="VisualShaderNodeVec3Constant" id="279"] -constant = Vector3(1, 10, 0) - -[sub_resource type="VisualShader" id="280"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// PerlinPeriodicNoise3D -#include \"res://addons/shaderV/rgba/noise/perlinPeriodic3d.gdshaderinc\" - -void fragment() { -// Input:47 - vec2 n_out47p0 = UV; - - -// Vector3Constant:68 - vec3 n_out68p0 = vec3(0.000000, 0.000000, 0.000000); - - -// FloatConstant:67 - float n_out67p0 = 10.000000; - - -// Vector3Constant:69 - vec3 n_out69p0 = vec3(1.000000, 10.000000, 0.000000); - - -// Input:65 - float n_out65p0 = TIME; - - - float n_out66p0; -// PerlinPeriodicNoise3D:66 - { - n_out66p0 = _perlin3dPeriodicNoiseFunc(vec3((vec3(n_out47p0, 0.0).xy + n_out68p0.xy) * n_out67p0, n_out65p0), n_out69p0); - } - - -// Output:0 - COLOR.rgb = vec3(n_out66p0); - - -} -" -graph_offset = Vector2(278, 221) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(720, 280) -nodes/fragment/47/node = SubResource("245") -nodes/fragment/47/position = Vector2(80, 160) -nodes/fragment/65/node = SubResource("273") -nodes/fragment/65/position = Vector2(100, 540) -nodes/fragment/66/node = SubResource("276") -nodes/fragment/66/position = Vector2(460, 280) -nodes/fragment/67/node = SubResource("277") -nodes/fragment/67/position = Vector2(220, 340) -nodes/fragment/68/node = SubResource("278") -nodes/fragment/68/position = Vector2(80, 240) -nodes/fragment/69/node = SubResource("279") -nodes/fragment/69/position = Vector2(80, 420) -nodes/fragment/connections = PackedInt32Array(47, 0, 66, 0, 67, 0, 66, 2, 68, 0, 66, 1, 69, 0, 66, 3, 65, 0, 66, 4, 66, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="281"] -shader = SubResource("280") - -[sub_resource type="VisualShaderNodeCustom" id="282"] -default_input_values = [1, Vector3(0, 0, 0), 2, 5, 3, 1.0, 4, 0] -initialized = true -script = ExtResource("47") - -[sub_resource type="VisualShaderNodeFloatConstant" id="283"] -constant = 10.0 - -[sub_resource type="VisualShaderNodeVec3Constant" id="284"] - -[sub_resource type="VisualShaderNodeFloatConstant" id="285"] -constant = 1.0 - -[sub_resource type="VisualShader" id="286"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// PerlinNoise4D -#include \"res://addons/shaderV/rgba/noise/perlin4d.gdshaderinc\" - -void fragment() { -// Input:47 - vec2 n_out47p0 = UV; - - -// Vector3Constant:72 - vec3 n_out72p0 = vec3(0.000000, 0.000000, 0.000000); - - -// FloatConstant:71 - float n_out71p0 = 10.000000; - - -// FloatConstant:73 - float n_out73p0 = 1.000000; - - -// Input:65 - float n_out65p0 = TIME; - - - float n_out70p0; -// PerlinNoise4D:70 - { - n_out70p0 = _perlin4dNoiseFunc(vec4((vec3(n_out47p0, 0.0).xy + n_out72p0.xy) * n_out71p0, n_out73p0, n_out65p0)); - } - - -// Output:0 - COLOR.rgb = vec3(n_out70p0); - - -} -" -graph_offset = Vector2(-42.9457, 76.4218) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(720, 280) -nodes/fragment/47/node = SubResource("245") -nodes/fragment/47/position = Vector2(80, 180) -nodes/fragment/65/node = SubResource("273") -nodes/fragment/65/position = Vector2(100, 520) -nodes/fragment/70/node = SubResource("282") -nodes/fragment/70/position = Vector2(500, 280) -nodes/fragment/71/node = SubResource("283") -nodes/fragment/71/position = Vector2(220, 360) -nodes/fragment/72/node = SubResource("284") -nodes/fragment/72/position = Vector2(80, 260) -nodes/fragment/73/node = SubResource("285") -nodes/fragment/73/position = Vector2(220, 440) -nodes/fragment/connections = PackedInt32Array(47, 0, 70, 0, 71, 0, 70, 2, 65, 0, 70, 4, 73, 0, 70, 3, 70, 0, 0, 0, 72, 0, 70, 1) - -[sub_resource type="ShaderMaterial" id="287"] -shader = SubResource("286") - -[sub_resource type="VisualShaderNodeInput" id="288"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeFloatConstant" id="289"] -constant = 10.0 - -[sub_resource type="VisualShaderNodeVec3Constant" id="290"] - -[sub_resource type="VisualShaderNodeCustom" id="291"] -default_input_values = [1, Vector3(0, 0, 0), 2, 5] -initialized = true -script = ExtResource("48") - -[sub_resource type="VisualShader" id="292"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// SimplexNoise2D -#include \"res://addons/shaderV/rgba/noise/simplex2d.gdshaderinc\" - -void fragment() { -// Input:47 - vec2 n_out47p0 = UV; - - -// Vector3Constant:72 - vec3 n_out72p0 = vec3(0.000000, 0.000000, 0.000000); - - -// FloatConstant:71 - float n_out71p0 = 10.000000; - - - float n_out74p0; -// SimplexNoise2D:74 - { - n_out74p0 = _simplex2dNoiseFunc((vec3(n_out47p0, 0.0).xy+n_out72p0.xy)*n_out71p0); - } - - -// Output:0 - COLOR.rgb = vec3(n_out74p0); - - -} -" -graph_offset = Vector2(304, 210) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(720, 280) -nodes/fragment/47/node = SubResource("288") -nodes/fragment/47/position = Vector2(100, 200) -nodes/fragment/71/node = SubResource("289") -nodes/fragment/71/position = Vector2(240, 380) -nodes/fragment/72/node = SubResource("290") -nodes/fragment/72/position = Vector2(100, 280) -nodes/fragment/74/node = SubResource("291") -nodes/fragment/74/position = Vector2(500, 280) -nodes/fragment/connections = PackedInt32Array(47, 0, 74, 0, 72, 0, 74, 1, 71, 0, 74, 2, 74, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="293"] -shader = SubResource("292") - -[sub_resource type="VisualShaderNodeFloatConstant" id="294"] -constant = 10.0 - -[sub_resource type="VisualShaderNodeVec3Constant" id="295"] - -[sub_resource type="VisualShaderNodeCustom" id="296"] -default_input_values = [1, Vector3(0, 0, 0), 2, 5, 3, 0] -initialized = true -script = ExtResource("49") - -[sub_resource type="VisualShaderNodeInput" id="297"] -input_name = "time" - -[sub_resource type="VisualShader" id="298"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// SimplexNoise3D -#include \"res://addons/shaderV/rgba/noise/simplex3d.gdshaderinc\" - -void fragment() { -// Input:47 - vec2 n_out47p0 = UV; - - -// Vector3Constant:76 - vec3 n_out76p0 = vec3(0.000000, 0.000000, 0.000000); - - -// FloatConstant:75 - float n_out75p0 = 10.000000; - - -// Input:78 - float n_out78p0 = TIME; - - - float n_out77p0; -// SimplexNoise3D:77 - { - n_out77p0 = _simplex3dNoiseFunc(vec3((vec3(n_out47p0, 0.0).xy + n_out76p0.xy) * n_out75p0, n_out78p0)); - } - - -// Output:0 - COLOR.rgb = vec3(n_out77p0); - - -} -" -graph_offset = Vector2(244, 228) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(720, 280) -nodes/fragment/47/node = SubResource("288") -nodes/fragment/47/position = Vector2(80, 180) -nodes/fragment/75/node = SubResource("294") -nodes/fragment/75/position = Vector2(220, 360) -nodes/fragment/76/node = SubResource("295") -nodes/fragment/76/position = Vector2(80, 260) -nodes/fragment/77/node = SubResource("296") -nodes/fragment/77/position = Vector2(500, 280) -nodes/fragment/78/node = SubResource("297") -nodes/fragment/78/position = Vector2(100, 440) -nodes/fragment/connections = PackedInt32Array(47, 0, 77, 0, 76, 0, 77, 1, 75, 0, 77, 2, 78, 0, 77, 3, 77, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="299"] -shader = SubResource("298") - -[sub_resource type="VisualShaderNodeVec3Constant" id="300"] - -[sub_resource type="VisualShaderNodeCustom" id="301"] -default_input_values = [1, Vector3(0, 0, 0), 2, 5, 3, 1, 4, 0] -initialized = true -script = ExtResource("50") - -[sub_resource type="VisualShaderNodeFloatConstant" id="302"] -constant = 10.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="303"] -constant = 1.0 - -[sub_resource type="VisualShader" id="304"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// SimplexNoise4D -#include \"res://addons/shaderV/rgba/noise/simplex4d.gdshaderinc\" - -void fragment() { -// Input:47 - vec2 n_out47p0 = UV; - - -// Vector3Constant:80 - vec3 n_out80p0 = vec3(0.000000, 0.000000, 0.000000); - - -// FloatConstant:82 - float n_out82p0 = 10.000000; - - -// FloatConstant:83 - float n_out83p0 = 1.000000; - - -// Input:78 - float n_out78p0 = TIME; - - - float n_out81p0; -// SimplexNoise4D:81 - { - n_out81p0 = _simplex4dNoiseFunc(vec4((vec3(n_out47p0, 0.0).xy + n_out80p0.xy) * n_out82p0, n_out83p0, n_out78p0)); - } - - -// Output:0 - COLOR.rgb = vec3(n_out81p0); - - -} -" -graph_offset = Vector2(394, 329) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(840, 400) -nodes/fragment/47/node = SubResource("288") -nodes/fragment/47/position = Vector2(160, 260) -nodes/fragment/78/node = SubResource("297") -nodes/fragment/78/position = Vector2(180, 600) -nodes/fragment/80/node = SubResource("300") -nodes/fragment/80/position = Vector2(160, 340) -nodes/fragment/81/node = SubResource("301") -nodes/fragment/81/position = Vector2(600, 400) -nodes/fragment/82/node = SubResource("302") -nodes/fragment/82/position = Vector2(300, 440) -nodes/fragment/83/node = SubResource("303") -nodes/fragment/83/position = Vector2(300, 520) -nodes/fragment/connections = PackedInt32Array(47, 0, 81, 0, 80, 0, 81, 1, 82, 0, 81, 2, 83, 0, 81, 3, 78, 0, 81, 4, 81, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="305"] -shader = SubResource("304") - -[sub_resource type="VisualShaderNodeCustom" id="306"] -default_input_values = [1, Vector3(0, 0, 0), 2, 5, 3, 1] -initialized = true -script = ExtResource("51") - -[sub_resource type="VisualShaderNodeVec3Constant" id="307"] - -[sub_resource type="VisualShaderNodeFloatConstant" id="308"] -constant = 10.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="309"] -constant = 1.0 - -[sub_resource type="VisualShader" id="310"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// WorleyNoise2D -#include \"res://addons/shaderV/rgba/noise/worley2d.gdshaderinc\" - -void fragment() { -// Input:47 - vec2 n_out47p0 = UV; - - -// Vector3Constant:85 - vec3 n_out85p0 = vec3(0.000000, 0.000000, 0.000000); - - -// FloatConstant:86 - float n_out86p0 = 10.000000; - - -// FloatConstant:87 - float n_out87p0 = 1.000000; - - - float n_out84p0; - float n_out84p1; -// WorleyNoise2D:84 - { - vec2 n_out84p0n_out84p1 = _cellular2dNoiseFunc((vec3(n_out47p0, 0.0).xy+n_out85p0.xy)*n_out86p0, min(max(n_out87p0, 0.0), 1.0)); - n_out84p0 = n_out84p0n_out84p1.x; - n_out84p1 = n_out84p0n_out84p1.y; - } - - -// Output:0 - COLOR.rgb = vec3(n_out84p0); - - -} -" -graph_offset = Vector2(3.74271, 11.8198) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(740, 280) -nodes/fragment/47/node = SubResource("288") -nodes/fragment/47/position = Vector2(100, 140) -nodes/fragment/84/node = SubResource("306") -nodes/fragment/84/position = Vector2(500, 280) -nodes/fragment/85/node = SubResource("307") -nodes/fragment/85/position = Vector2(90, 230) -nodes/fragment/86/node = SubResource("308") -nodes/fragment/86/position = Vector2(230, 330) -nodes/fragment/87/node = SubResource("309") -nodes/fragment/87/position = Vector2(230, 410) -nodes/fragment/connections = PackedInt32Array(85, 0, 84, 1, 86, 0, 84, 2, 87, 0, 84, 3, 47, 0, 84, 0, 84, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="311"] -shader = SubResource("310") - -[sub_resource type="VisualShaderNodeCustom" id="312"] -default_input_values = [1, Vector3(0, 0, 0), 2, 5, 3, 1] -initialized = true -script = ExtResource("52") - -[sub_resource type="VisualShaderNodeVec3Constant" id="313"] - -[sub_resource type="VisualShaderNodeFloatConstant" id="314"] -constant = 10.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="315"] -constant = 1.0 - -[sub_resource type="VisualShader" id="316"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// WorleyNoise2x2 -#include \"res://addons/shaderV/rgba/noise/worley2x2.gdshaderinc\" - -void fragment() { -// Input:47 - vec2 n_out47p0 = UV; - - -// Vector3Constant:89 - vec3 n_out89p0 = vec3(0.000000, 0.000000, 0.000000); - - -// FloatConstant:90 - float n_out90p0 = 10.000000; - - -// FloatConstant:91 - float n_out91p0 = 1.000000; - - - float n_out88p0; -// WorleyNoise2x2:88 - { - n_out88p0 = _cellular2x2NoiseFunc((vec3(n_out47p0, 0.0).xy+n_out89p0.xy)*n_out90p0, min(max(n_out91p0, 0.0), 1.0)); - } - - -// Output:0 - COLOR.rgb = vec3(n_out88p0); - - -} -" -graph_offset = Vector2(240, 220) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(740, 280) -nodes/fragment/47/node = SubResource("288") -nodes/fragment/47/position = Vector2(100, 140) -nodes/fragment/88/node = SubResource("312") -nodes/fragment/88/position = Vector2(520, 280) -nodes/fragment/89/node = SubResource("313") -nodes/fragment/89/position = Vector2(100, 240) -nodes/fragment/90/node = SubResource("314") -nodes/fragment/90/position = Vector2(240, 340) -nodes/fragment/91/node = SubResource("315") -nodes/fragment/91/position = Vector2(240, 420) -nodes/fragment/connections = PackedInt32Array(47, 0, 88, 0, 89, 0, 88, 1, 90, 0, 88, 2, 91, 0, 88, 3, 88, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="317"] -shader = SubResource("316") - -[sub_resource type="VisualShaderNodeCustom" id="318"] -default_input_values = [1, Vector3(0, 0, 0), 2, 5, 3, 1, 4, 0] -initialized = true -script = ExtResource("53") - -[sub_resource type="VisualShaderNodeVec3Constant" id="319"] - -[sub_resource type="VisualShaderNodeFloatConstant" id="320"] -constant = 10.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="321"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeInput" id="322"] -input_name = "time" - -[sub_resource type="VisualShader" id="323"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// WorleyNoise2x2x2 -#include \"res://addons/shaderV/rgba/noise/worley2x2x2.gdshaderinc\" - -void fragment() { -// Input:47 - vec2 n_out47p0 = UV; - - -// Vector3Constant:93 - vec3 n_out93p0 = vec3(0.000000, 0.000000, 0.000000); - - -// FloatConstant:94 - float n_out94p0 = 10.000000; - - -// FloatConstant:95 - float n_out95p0 = 1.000000; - - -// Input:96 - float n_out96p0 = TIME; - - - float n_out92p0; -// WorleyNoise2x2x2:92 - { - n_out92p0 = _cellular2x2x2NoiseFunc(vec3((vec3(n_out47p0, 0.0).xy + n_out93p0.xy) * n_out94p0, n_out96p0), min(max(n_out95p0, 0.0), 1.0)); - } - - -// Output:0 - COLOR.rgb = vec3(n_out92p0); - - -} -" -graph_offset = Vector2(-10.3489, 46.022) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(760, 280) -nodes/fragment/47/node = SubResource("288") -nodes/fragment/47/position = Vector2(120, 140) -nodes/fragment/92/node = SubResource("318") -nodes/fragment/92/position = Vector2(520, 280) -nodes/fragment/93/node = SubResource("319") -nodes/fragment/93/position = Vector2(120, 220) -nodes/fragment/94/node = SubResource("320") -nodes/fragment/94/position = Vector2(260, 320) -nodes/fragment/95/node = SubResource("321") -nodes/fragment/95/position = Vector2(260, 400) -nodes/fragment/96/node = SubResource("322") -nodes/fragment/96/position = Vector2(140, 480) -nodes/fragment/connections = PackedInt32Array(47, 0, 92, 0, 93, 0, 92, 1, 94, 0, 92, 2, 95, 0, 92, 3, 96, 0, 92, 4, 92, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="324"] -shader = SubResource("323") - -[sub_resource type="VisualShaderNodeFloatConstant" id="325"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeCustom" id="326"] -default_input_values = [1, Vector3(0, 0, 0), 2, 5, 3, 1, 4, 0] -initialized = true -script = ExtResource("54") - -[sub_resource type="VisualShaderNodeVec3Constant" id="327"] - -[sub_resource type="VisualShaderNodeFloatConstant" id="328"] -constant = 10.0 - -[sub_resource type="VisualShader" id="329"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// WorleyNoise3D -#include \"res://addons/shaderV/rgba/noise/worley3d.gdshaderinc\" - -void fragment() { -// Input:47 - vec2 n_out47p0 = UV; - - -// Vector3Constant:98 - vec3 n_out98p0 = vec3(0.000000, 0.000000, 0.000000); - - -// FloatConstant:99 - float n_out99p0 = 10.000000; - - -// FloatConstant:100 - float n_out100p0 = 1.000000; - - -// Input:96 - float n_out96p0 = TIME; - - - float n_out97p0; - float n_out97p1; -// WorleyNoise3D:97 - { - vec2 n_out97p0n_out97p1 = _cellular3dNoiseFunc(vec3((vec3(n_out47p0, 0.0).xy+n_out98p0.xy)*n_out99p0, n_out96p0), min(max(n_out100p0, 0.0), 1.0)); - n_out97p0 = n_out97p0n_out97p1.x; - n_out97p1 = n_out97p0n_out97p1.y; - } - - -// Output:0 - COLOR.rgb = vec3(n_out97p0); - - -} -" -graph_offset = Vector2(285, 205) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(760, 280) -nodes/fragment/47/node = SubResource("288") -nodes/fragment/47/position = Vector2(120, 140) -nodes/fragment/96/node = SubResource("322") -nodes/fragment/96/position = Vector2(140, 500) -nodes/fragment/97/node = SubResource("326") -nodes/fragment/97/position = Vector2(540, 280) -nodes/fragment/98/node = SubResource("327") -nodes/fragment/98/position = Vector2(120, 220) -nodes/fragment/99/node = SubResource("328") -nodes/fragment/99/position = Vector2(260, 320) -nodes/fragment/100/node = SubResource("325") -nodes/fragment/100/position = Vector2(260, 400) -nodes/fragment/connections = PackedInt32Array(47, 0, 97, 0, 98, 0, 97, 1, 99, 0, 97, 2, 100, 0, 97, 3, 96, 0, 97, 4, 97, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="330"] -shader = SubResource("329") - -[sub_resource type="VisualShaderNodeTexture" id="332"] -expanded_output_ports = [0] -source = 2 - -[sub_resource type="VisualShaderNodeFloatConstant" id="333"] -constant = 0.5 - -[sub_resource type="VisualShaderNodeFloatConstant" id="334"] -constant = 2.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="335"] -constant = 10.0 - -[sub_resource type="VisualShaderNodeCustom" id="610"] -default_input_values = [1, 1.0, 2, 1.0, 3, 1.0] -initialized = true -script = ExtResource("23") - -[sub_resource type="VisualShader" id="336"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// BCSAdjustment -#include \"res://addons/shaderV/rgba/BCSAdjustment.gdshaderinc\" - -void fragment() { - vec4 n_out3p0; -// Texture2D:3 - n_out3p0 = texture(TEXTURE, UV); - float n_out3p4 = n_out3p0.a; - - -// FloatConstant:4 - float n_out4p0 = 0.500000; - - -// FloatConstant:5 - float n_out5p0 = 2.000000; - - -// FloatConstant:6 - float n_out6p0 = 10.000000; - - - vec3 n_out7p0; -// BCSAdjustment:7 - { - n_out7p0 = _applyBCS(vec3(n_out3p0.xyz), vec3(n_out4p0, n_out5p0, n_out6p0)); - } - - -// Output:0 - COLOR.rgb = n_out7p0; - COLOR.a = n_out3p4; - - -} -" -graph_offset = Vector2(-208.508, -133.703) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(400, -60) -nodes/fragment/3/node = SubResource("332") -nodes/fragment/3/position = Vector2(-200, 140) -nodes/fragment/4/node = SubResource("333") -nodes/fragment/4/position = Vector2(-140, -60) -nodes/fragment/5/node = SubResource("334") -nodes/fragment/5/position = Vector2(-140, 0) -nodes/fragment/6/node = SubResource("335") -nodes/fragment/6/position = Vector2(-140, 60) -nodes/fragment/7/node = SubResource("610") -nodes/fragment/7/position = Vector2(140, -60) -nodes/fragment/connections = PackedInt32Array(3, 0, 7, 0, 4, 0, 7, 1, 5, 0, 7, 2, 6, 0, 7, 3, 7, 0, 0, 0, 3, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="337"] -shader = SubResource("336") - -[sub_resource type="VisualShaderNodeCustom" id="338"] -default_input_values = [1, 0.5] -initialized = true -script = ExtResource("56") - -[sub_resource type="VisualShaderNodeFloatConstant" id="339"] -constant = 0.5 - -[sub_resource type="VisualShader" id="340"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// BlackAndWhite -#include \"res://addons/shaderV/rgba/blackNwhite.gdshaderinc\" - -void fragment() { - vec4 n_out3p0; -// Texture2D:3 - n_out3p0 = texture(TEXTURE, UV); - float n_out3p4 = n_out3p0.a; - - -// FloatConstant:8 - float n_out8p0 = 0.500000; - - - vec3 n_out7p0; -// BlackAndWhite:7 - { - n_out7p0 = blackNwhite(vec3(n_out3p0.xyz), n_out8p0); - } - - -// Output:0 - COLOR.rgb = n_out7p0; - COLOR.a = n_out3p4; - - -} -" -graph_offset = Vector2(-98.9422, -5.88431) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(400, 200) -nodes/fragment/3/node = SubResource("332") -nodes/fragment/3/position = Vector2(-160, 200) -nodes/fragment/7/node = SubResource("338") -nodes/fragment/7/position = Vector2(140, 60) -nodes/fragment/8/node = SubResource("339") -nodes/fragment/8/position = Vector2(-160, 80) -nodes/fragment/connections = PackedInt32Array(3, 0, 7, 0, 8, 0, 7, 1, 7, 0, 0, 0, 3, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="341"] -shader = SubResource("340") - -[sub_resource type="VisualShaderNodeTexture" id="342"] -texture = ExtResource("57") - -[sub_resource type="VisualShaderNodeFloatConstant" id="343"] -constant = 0.7 - -[sub_resource type="VisualShaderNodeCustom" id="344"] -default_input_values = [1, 1.0, 3, 1.0, 4, 1.0] -initialized = true -script = ExtResource("58") - -[sub_resource type="VisualShader" id="345"] -code = "shader_type canvas_item; -render_mode blend_mix; - -uniform sampler2D tex_frg_10; - - -// BlendAwithB -#include \"res://addons/shaderV/rgba/blendAwithB.gdshaderinc\" - -void fragment() { - vec4 n_out3p0; -// Texture2D:3 - n_out3p0 = texture(TEXTURE, UV); - float n_out3p4 = n_out3p0.a; - - -// Texture2D:10 - vec4 n_out10p0 = texture(tex_frg_10, UV); - - -// FloatConstant:11 - float n_out11p0 = 0.700000; - - - vec3 n_out9p0; - float n_out9p1; -// BlendAwithB:9 - float n_in9p1 = 1.00000; - float n_in9p3 = 1.00000; - { - vec4 n_out9p0n_out9p1 = _blendAwithBFunc(vec4(vec3(n_out3p0.xyz), n_in9p1), vec4(vec3(n_out10p0.xyz), n_in9p3), n_out11p0); - n_out9p0 = n_out9p0n_out9p1.rgb; - n_out9p1 = n_out9p0n_out9p1.a; - } - - -// Output:0 - COLOR.rgb = n_out9p0; - COLOR.a = n_out9p1; - - -} -" -graph_offset = Vector2(-204.802, -46.8099) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(360, 60) -nodes/fragment/3/node = SubResource("332") -nodes/fragment/3/position = Vector2(-180, 0) -nodes/fragment/9/node = SubResource("344") -nodes/fragment/9/position = Vector2(100, 60) -nodes/fragment/10/node = SubResource("342") -nodes/fragment/10/position = Vector2(-440, 0) -nodes/fragment/11/node = SubResource("343") -nodes/fragment/11/position = Vector2(-120, 200) -nodes/fragment/connections = PackedInt32Array(3, 0, 9, 0, 9, 1, 0, 1, 10, 0, 9, 2, 11, 0, 9, 4, 9, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="346"] -shader = SubResource("345") - -[sub_resource type="VisualShaderNodeCustom" id="347"] -default_input_values = [2, 1.0] -initialized = true -script = ExtResource("59") - -[sub_resource type="VisualShaderNodeFloatConstant" id="348"] -constant = 0.5 - -[sub_resource type="VisualShader" id="349"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// Bloom -#include \"res://addons/shaderV/rgba/bloom.gdshaderinc\" - -void fragment() { - vec4 n_out3p0; -// Texture2D:3 - n_out3p0 = texture(TEXTURE, UV); - float n_out3p4 = n_out3p0.a; - - -// FloatConstant:13 - float n_out13p0 = 0.500000; - - - vec3 n_out12p0; - float n_out12p1; -// Bloom:12 - { - vec4 n_out12p0n_out12p1 = _bloomFunc(vec4(vec3(n_out3p0.xyz), n_out3p4), n_out13p0); - n_out12p0 = n_out12p0n_out12p1.rgb; - n_out12p1 = n_out12p0n_out12p1.a; - } - - -// Output:0 - COLOR.rgb = n_out12p0; - COLOR.a = n_out12p1; - - -} -" -graph_offset = Vector2(-256.704, -93.2689) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(400, 0) -nodes/fragment/3/node = SubResource("332") -nodes/fragment/3/position = Vector2(-60, -60) -nodes/fragment/12/node = SubResource("347") -nodes/fragment/12/position = Vector2(200, 0) -nodes/fragment/13/node = SubResource("348") -nodes/fragment/13/position = Vector2(0, 160) -nodes/fragment/connections = PackedInt32Array(12, 1, 0, 1, 3, 0, 12, 0, 13, 0, 12, 2, 12, 0, 0, 0, 3, 4, 12, 1) - -[sub_resource type="ShaderMaterial" id="350"] -shader = SubResource("349") - -[sub_resource type="VisualShaderNodeCustom" id="351"] -default_input_values = [2, -1.0, 3, 0.05, 4, 0.0] -initialized = true -script = ExtResource("60") - -[sub_resource type="VisualShaderNodeFloatConstant" id="352"] -constant = 0.02 - -[sub_resource type="VisualShaderNodeInput" id="353"] -input_name = "texture" - -[sub_resource type="VisualShaderNodeInput" id="354"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeFloatConstant" id="355"] -constant = -1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="356"] - -[sub_resource type="VisualShader" id="357"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// ChromaticAberration -#include \"res://addons/shaderV/rgba/chromaticAberration.gdshaderinc\" - -void fragment() { -// Input:18 - vec2 n_out18p0 = UV; - - -// FloatConstant:19 - float n_out19p0 = -1.000000; - - -// FloatConstant:15 - float n_out15p0 = 0.020000; - - -// FloatConstant:20 - float n_out20p0 = 0.000000; - - - vec3 n_out14p0; - float n_out14p1; -// ChromaticAberration:14 - { - vec4 n_out14p0n_out14p1 = _chromaticAberrationFunc(TEXTURE, vec3(n_out18p0, 0.0).xy, vec3(n_out15p0, n_out20p0, n_out19p0)); - n_out14p0 = n_out14p0n_out14p1.rgb; - n_out14p1 = n_out14p0n_out14p1.a; - } - - -// Output:0 - COLOR.rgb = n_out14p0; - COLOR.a = n_out14p1; - - -} -" -graph_offset = Vector2(-244, -169) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(460, 0) -nodes/fragment/14/node = SubResource("351") -nodes/fragment/14/position = Vector2(200, 0) -nodes/fragment/15/node = SubResource("352") -nodes/fragment/15/position = Vector2(-60, 140) -nodes/fragment/17/node = SubResource("353") -nodes/fragment/17/position = Vector2(-160, -100) -nodes/fragment/18/node = SubResource("354") -nodes/fragment/18/position = Vector2(-200, -20) -nodes/fragment/19/node = SubResource("355") -nodes/fragment/19/position = Vector2(-60, 60) -nodes/fragment/20/node = SubResource("356") -nodes/fragment/20/position = Vector2(-60, 220) -nodes/fragment/connections = PackedInt32Array(14, 1, 0, 1, 15, 0, 14, 3, 17, 0, 14, 0, 18, 0, 14, 1, 20, 0, 14, 4, 19, 0, 14, 2, 14, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="358"] -shader = SubResource("357") - -[sub_resource type="VisualShaderNodeCustom" id="359"] -initialized = true -script = ExtResource("61") - -[sub_resource type="VisualShaderNodeFloatConstant" id="360"] -constant = 2.0 - -[sub_resource type="VisualShaderNodeTexture" id="361"] -expanded_output_ports = [0] -source = 2 - -[sub_resource type="VisualShaderNodeCustom" id="362"] -default_input_values = [1, Vector3(1, 1, 0), 2, Vector3(0.5, 0.5, 0)] -initialized = true -script = ExtResource("7") - -[sub_resource type="VisualShaderNodeInput" id="363"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeFloatConstant" id="364"] -constant = 2.0 - -[sub_resource type="VisualShaderNodeExpression" id="365"] -size = Vector2(627, 196) -expression = "Sometimes texture may show out of its true borders -(for example, when using lod). -To fix it, use ClampAlphaBorder node. -Set 'alpha' port from \"Texture2D\" node to 'Alpha' port of \"Output\" -node to see the difference." - -[sub_resource type="VisualShader" id="366"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// ScaleUV -#include \"res://addons/shaderV/uv/scaleUV.gdshaderinc\" -// ClampAlphaBorder -#include \"res://addons/shaderV/rgba/clamp.gdshaderinc\" - -void fragment() { -// Input:25 - vec2 n_out25p0 = UV; - - -// FloatConstant:26 - float n_out26p0 = 2.000000; - - - vec3 n_out24p0; -// ScaleUV:24 - vec3 n_in24p2 = vec3(0.50000, 0.50000, 0.00000); - { - n_out24p0.xy = _scaleUV(vec3(n_out25p0, 0.0).xy, vec3(n_out26p0).xy, n_in24p2.xy); - } - - -// FloatConstant:22 - float n_out22p0 = 2.000000; - - - vec4 n_out23p0; -// Texture2D:23 - n_out23p0 = textureLod(TEXTURE, vec2(n_out24p0.xy), n_out22p0); - float n_out23p4 = n_out23p0.a; - - - float n_out21p0; -// ClampAlphaBorder:21 - { - n_out21p0 = _clampAlphaBorderFunc(n_out23p4, (n_out24p0).xy); - } - - -// Output:0 - COLOR.rgb = vec3(n_out23p0.xyz); - COLOR.a = n_out21p0; - - -} -" -graph_offset = Vector2(-284.537, -146.443) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(700, -80) -nodes/fragment/21/node = SubResource("359") -nodes/fragment/21/position = Vector2(380, -140) -nodes/fragment/22/node = SubResource("360") -nodes/fragment/22/position = Vector2(-140, 60) -nodes/fragment/23/node = SubResource("361") -nodes/fragment/23/position = Vector2(80, -20) -nodes/fragment/24/node = SubResource("362") -nodes/fragment/24/position = Vector2(-120, -80) -nodes/fragment/25/node = SubResource("363") -nodes/fragment/25/position = Vector2(-460, -120) -nodes/fragment/26/node = SubResource("364") -nodes/fragment/26/position = Vector2(-320, -40) -nodes/fragment/27/node = SubResource("365") -nodes/fragment/27/position = Vector2(180, -400) -nodes/fragment/27/size = Vector2(627, 196) -nodes/fragment/27/input_ports = "" -nodes/fragment/27/output_ports = "" -nodes/fragment/27/expression = "Sometimes texture may show out of its true borders -(for example, when using lod). -To fix it, use ClampAlphaBorder node. -Set 'alpha' port from \"Texture2D\" node to 'Alpha' port of \"Output\" -node to see the difference." -nodes/fragment/connections = PackedInt32Array(22, 0, 23, 1, 25, 0, 24, 0, 24, 0, 23, 0, 26, 0, 24, 1, 24, 0, 21, 1, 21, 0, 0, 1, 23, 0, 0, 0, 23, 4, 21, 0) - -[sub_resource type="ShaderMaterial" id="367"] -shader = SubResource("366") - -[sub_resource type="VisualShaderNodeCustom" id="368"] -output_port_for_preview = 0 -initialized = true -script = ExtResource("62") - -[sub_resource type="VisualShaderNodeTexture" id="369"] -source = 2 - -[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_khtr3"] -parameter_name = "Texture2DParameter" - -[sub_resource type="VisualShader" id="371"] -code = "shader_type canvas_item; -render_mode blend_mix; - -uniform sampler2D Texture2DParameter; - - -// ColorCorrectionAdjustment -#include \"res://addons/shaderV/rgba/colorCorrectionAdjustment.gdshaderinc\" - -void fragment() { - vec4 n_out3p0; -// Texture2D:3 - n_out3p0 = texture(TEXTURE, UV); - - - vec3 n_out2p0; -// ColorCorrectionAdjustment:2 - { - n_out2p0 = _applyColorCorrectionFunc(vec3(n_out3p0.xyz), Texture2DParameter); - } - - -// Output:0 - COLOR.rgb = n_out2p0; - - -} -" -graph_offset = Vector2(-274.167, 34.9918) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(400, 200) -nodes/fragment/2/node = SubResource("368") -nodes/fragment/2/position = Vector2(80, 200) -nodes/fragment/3/node = SubResource("369") -nodes/fragment/3/position = Vector2(-200, 140) -nodes/fragment/5/node = SubResource("VisualShaderNodeTexture2DParameter_khtr3") -nodes/fragment/5/position = Vector2(-280, 300) -nodes/fragment/connections = PackedInt32Array(3, 0, 2, 0, 2, 0, 0, 0, 5, 0, 2, 1) - -[sub_resource type="Gradient" id="Gradient_g5r4v"] -colors = PackedColorArray(0, 0.183333, 1, 1, 1, 0, 0, 1) - -[sub_resource type="GradientTexture2D" id="GradientTexture2D_147bn"] -gradient = SubResource("Gradient_g5r4v") -fill_from = Vector2(0, 1) - -[sub_resource type="ShaderMaterial" id="372"] -shader = SubResource("371") -shader_parameter/Texture2DParameter = SubResource("GradientTexture2D_147bn") - -[sub_resource type="VisualShaderNodeInput" id="370"] -input_name = "texture" - -[sub_resource type="VisualShaderNodeCustom" id="373"] -default_input_values = [2, -1.0, 3, 0.005, 4, 1.0] -initialized = true -script = ExtResource("63") - -[sub_resource type="VisualShaderNodeInput" id="374"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeFloatConstant" id="375"] -constant = -1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="376"] -constant = 0.005 - -[sub_resource type="VisualShaderNodeFloatConstant" id="377"] -constant = 1.0 - -[sub_resource type="VisualShader" id="378"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// Emboss -#include \"res://addons/shaderV/rgba/emboss.gdshaderinc\" - -void fragment() { -// Input:6 - vec2 n_out6p0 = UV; - - -// FloatConstant:7 - float n_out7p0 = -1.000000; - - -// FloatConstant:8 - float n_out8p0 = 0.005000; - - -// FloatConstant:9 - float n_out9p0 = 1.000000; - - - vec3 n_out5p0; - float n_out5p1; -// Emboss:5 - { - vec4 n_out5p0n_out5p1 = _embossFunc(TEXTURE, vec3(n_out6p0, 0.0).xy, n_out7p0, vec2(n_out8p0), n_out9p0); - n_out5p0 = n_out5p0n_out5p1.rgb; - n_out5p1 = n_out5p0n_out5p1.a; - } - - -// Output:0 - COLOR.rgb = n_out5p0; - COLOR.a = n_out5p1; - - -} -" -graph_offset = Vector2(-222, 203) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(400, 200) -nodes/fragment/4/node = SubResource("370") -nodes/fragment/4/position = Vector2(-140, 80) -nodes/fragment/5/node = SubResource("373") -nodes/fragment/5/position = Vector2(180, 200) -nodes/fragment/6/node = SubResource("374") -nodes/fragment/6/position = Vector2(-180, 160) -nodes/fragment/7/node = SubResource("375") -nodes/fragment/7/position = Vector2(-40, 240) -nodes/fragment/8/node = SubResource("376") -nodes/fragment/8/position = Vector2(-40, 320) -nodes/fragment/9/node = SubResource("377") -nodes/fragment/9/position = Vector2(-40, 400) -nodes/fragment/connections = PackedInt32Array(4, 0, 5, 0, 5, 1, 0, 1, 6, 0, 5, 1, 7, 0, 5, 2, 9, 0, 5, 4, 8, 0, 5, 3, 5, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="379"] -shader = SubResource("378") - -[sub_resource type="VisualShaderNodeCustom" id="380"] -default_input_values = [1, Vector3(0, 1, 0), 2, 0.3, 3, Vector3(1, 1, 0), 4, 1.0, 5, Vector3(1, 0.5, 0), 6, 1.0, 7, Vector3(1, 0, 0), 8, 1.0, 9, 0, 10, 0.4, 11, 0.2, 12, 0.0] -initialized = true -script = ExtResource("64") - -[sub_resource type="VisualShaderNodeCustom" id="381"] -default_input_values = [0, 1.0, 1, 0.0] -initialized = true -script = ExtResource("25") - -[sub_resource type="VisualShaderNodeFloatConstant" id="382"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="383"] -constant = 1.96 - -[sub_resource type="VisualShaderNodeFloatConstant" id="384"] -constant = 0.3 - -[sub_resource type="VisualShaderNodeInput" id="385"] -input_name = "time" - -[sub_resource type="VisualShaderNodeColorConstant" id="386"] -constant = Color(1, 1, 0, 1) - -[sub_resource type="VisualShaderNodeColorConstant" id="387"] -constant = Color(1, 0.501961, 0, 1) - -[sub_resource type="VisualShaderNodeColorConstant" id="388"] -constant = Color(1, 0, 0, 1) - -[sub_resource type="VisualShaderNodeFloatConstant" id="389"] - -[sub_resource type="VisualShaderNodeFloatConstant" id="390"] -constant = 0.4 - -[sub_resource type="VisualShaderNodeFloatConstant" id="391"] -constant = 0.2 - -[sub_resource type="VisualShader" id="392"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// vec2Compose -#include \"res://addons/shaderV/tools/vec2Compose.gdshaderinc\" -// FireFX -#include \"res://addons/shaderV/rgba/fireFX.gdshaderinc\" - -void fragment() { -// Input:6 - vec2 n_out6p0 = UV; - - -// FloatConstant:12 - float n_out12p0 = 1.000000; - - -// FloatConstant:13 - float n_out13p0 = 1.960000; - - - vec3 n_out11p0; -// vec2Compose:11 - { - n_out11p0.xy = _vec2ComposeFunc(n_out12p0, n_out13p0); - } - - -// FloatConstant:14 - float n_out14p0 = 0.300000; - - -// ColorConstant:16 - vec4 n_out16p0 = vec4(1.000000, 1.000000, 0.000000, 1.000000); - - -// ColorConstant:17 - vec4 n_out17p0 = vec4(1.000000, 0.501961, 0.000000, 1.000000); - - -// ColorConstant:18 - vec4 n_out18p0 = vec4(1.000000, 0.000000, 0.000000, 1.000000); - - -// FloatConstant:19 - float n_out19p0 = 0.000000; - - -// FloatConstant:20 - float n_out20p0 = 0.400000; - - -// FloatConstant:21 - float n_out21p0 = 0.200000; - - -// Input:15 - float n_out15p0 = TIME; - - - vec3 n_out10p0; - float n_out10p1; -// FireFX:10 - float n_in10p4 = 1.00000; - float n_in10p6 = 1.00000; - float n_in10p8 = 1.00000; - { - vec4 n_out10p0n_out10p1 = _fireFXFunc(vec3(n_out6p0, 0.0).xy, n_out11p0.xy, n_out14p0, n_out15p0, vec4(vec3(n_out16p0.xyz), n_in10p4), vec4(vec3(n_out17p0.xyz), n_in10p6), vec4(vec3(n_out18p0.xyz), n_in10p8), n_out19p0, n_out20p0, n_out21p0); - n_out10p0 = n_out10p0n_out10p1.rgb; - n_out10p1 = n_out10p0n_out10p1.a; - } - - -// Output:0 - COLOR.rgb = n_out10p0; - COLOR.a = n_out10p1; - - -} -" -graph_offset = Vector2(-252.507, 83.2718) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(740, 400) -nodes/fragment/6/node = SubResource("374") -nodes/fragment/6/position = Vector2(20, 180) -nodes/fragment/10/node = SubResource("380") -nodes/fragment/10/position = Vector2(400, 400) -nodes/fragment/11/node = SubResource("381") -nodes/fragment/11/position = Vector2(180, 280) -nodes/fragment/12/node = SubResource("382") -nodes/fragment/12/position = Vector2(-100, 260) -nodes/fragment/13/node = SubResource("383") -nodes/fragment/13/position = Vector2(-100, 340) -nodes/fragment/14/node = SubResource("384") -nodes/fragment/14/position = Vector2(180, 380) -nodes/fragment/15/node = SubResource("385") -nodes/fragment/15/position = Vector2(20, 980) -nodes/fragment/16/node = SubResource("386") -nodes/fragment/16/position = Vector2(-20, 440) -nodes/fragment/17/node = SubResource("387") -nodes/fragment/17/position = Vector2(-20, 520) -nodes/fragment/18/node = SubResource("388") -nodes/fragment/18/position = Vector2(-20, 600) -nodes/fragment/19/node = SubResource("389") -nodes/fragment/19/position = Vector2(-20, 720) -nodes/fragment/20/node = SubResource("390") -nodes/fragment/20/position = Vector2(-20, 800) -nodes/fragment/21/node = SubResource("391") -nodes/fragment/21/position = Vector2(-20, 880) -nodes/fragment/connections = PackedInt32Array(6, 0, 10, 0, 10, 1, 0, 1, 14, 0, 10, 2, 15, 0, 10, 12, 18, 0, 10, 7, 19, 0, 10, 9, 20, 0, 10, 10, 21, 0, 10, 11, 16, 0, 10, 3, 17, 0, 10, 5, 10, 0, 0, 0, 11, 0, 10, 1, 13, 0, 11, 1, 12, 0, 11, 0) - -[sub_resource type="ShaderMaterial" id="393"] -shader = SubResource("392") - -[sub_resource type="VisualShaderNodeCustom" id="394"] -default_input_values = [1, Vector3(1, 1, 1), 2, 1.0, 3, Vector3(1, 1, 1), 4, 1.0, 5, Vector3(1, 1, 1), 6, 1.0, 7, Vector3(1, 1, 1), 8, 1.0] -initialized = true -script = ExtResource("65") - -[sub_resource type="VisualShaderNodeColorConstant" id="395"] -expanded_output_ports = [0] -constant = Color(1, 1, 0, 1) - -[sub_resource type="VisualShaderNodeColorConstant" id="396"] -expanded_output_ports = [0] -constant = Color(0, 0, 1, 1) - -[sub_resource type="VisualShaderNodeColorConstant" id="397"] -expanded_output_ports = [0] -constant = Color(1, 0, 0, 1) - -[sub_resource type="VisualShaderNodeColorConstant" id="398"] -expanded_output_ports = [0] -constant = Color(0.0990133, 1, 0, 1) - -[sub_resource type="VisualShader" id="399"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// Gradient4Corners -#include \"res://addons/shaderV/rgba/gradient4corners.gdshaderinc\" - -void fragment() { -// Input:6 - vec2 n_out6p0 = UV; - - -// ColorConstant:23 - vec4 n_out23p0 = vec4(1.000000, 1.000000, 0.000000, 1.000000); - float n_out23p4 = n_out23p0.a; - - -// ColorConstant:24 - vec4 n_out24p0 = vec4(0.000000, 0.000000, 1.000000, 1.000000); - float n_out24p4 = n_out24p0.a; - - -// ColorConstant:25 - vec4 n_out25p0 = vec4(1.000000, 0.000000, 0.000000, 1.000000); - float n_out25p4 = n_out25p0.a; - - -// ColorConstant:26 - vec4 n_out26p0 = vec4(0.099013, 1.000000, 0.000000, 1.000000); - float n_out26p4 = n_out26p0.a; - - - vec3 n_out22p0; - float n_out22p1; -// Gradient4Corners:22 - { - vec4 n_out22p0n_out22p1 = _gradient4cornersFunc(vec3(n_out6p0, 0.0).xy, vec4(vec3(n_out23p0.xyz), n_out23p4), vec4(vec3(n_out24p0.xyz), n_out24p4), vec4(vec3(n_out25p0.xyz), n_out25p4), vec4(vec3(n_out26p0.xyz), n_out26p4)); - n_out22p0 = n_out22p0n_out22p1.rgb; - n_out22p1 = n_out22p0n_out22p1.a; - } - - -// Output:0 - COLOR.rgb = n_out22p0; - COLOR.a = n_out22p1; - - -} -" -graph_offset = Vector2(256.859, 118.584) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(1060, 400) -nodes/fragment/6/node = SubResource("374") -nodes/fragment/6/position = Vector2(360, 300) -nodes/fragment/22/node = SubResource("394") -nodes/fragment/22/position = Vector2(800, 400) -nodes/fragment/23/node = SubResource("395") -nodes/fragment/23/position = Vector2(500, 380) -nodes/fragment/24/node = SubResource("396") -nodes/fragment/24/position = Vector2(500, 540) -nodes/fragment/25/node = SubResource("397") -nodes/fragment/25/position = Vector2(500, 720) -nodes/fragment/26/node = SubResource("398") -nodes/fragment/26/position = Vector2(500, 900) -nodes/fragment/connections = PackedInt32Array(22, 1, 0, 1, 6, 0, 22, 0, 23, 0, 22, 1, 24, 0, 22, 3, 25, 0, 22, 5, 26, 0, 22, 7, 22, 0, 0, 0, 26, 4, 22, 8, 25, 4, 22, 6, 24, 4, 22, 4, 23, 4, 22, 2) - -[sub_resource type="ShaderMaterial" id="400"] -shader = SubResource("399") - -[sub_resource type="VisualShaderNodeCustom" id="401"] -default_input_values = [1, 1.0, 2, 0.0, 3, false] -initialized = true -script = ExtResource("66") - -[sub_resource type="VisualShaderNodeTexture" id="402"] -expanded_output_ports = [0] -source = 2 - -[sub_resource type="VisualShaderNodeBooleanConstant" id="403"] -constant = true - -[sub_resource type="VisualShaderNodeTexture2DParameter" id="404"] -parameter_name = "gradient" - -[sub_resource type="VisualShaderNodeCustom" id="405"] -default_input_values = [0, 1.0] -initialized = true -script = ExtResource("78") - -[sub_resource type="VisualShaderNodeFloatConstant" id="406"] -constant = 0.3 - -[sub_resource type="VisualShader" id="407"] -code = "shader_type canvas_item; -render_mode blend_mix; - -uniform sampler2D gradient; - - -// GradientMapping -#include \"res://addons/shaderV/rgba/gradientMapping.gdshaderinc\" - -void fragment() { - vec4 n_out28p0; -// Texture2D:28 - n_out28p0 = texture(TEXTURE, UV); - float n_out28p4 = n_out28p0.a; - - -// FloatConstant:33 - float n_out33p0 = 0.300000; - - - float n_out32p0; -// ScaledTIME:32 - { - n_out32p0 = n_out33p0 * TIME; - } - - -// BooleanConstant:30 - bool n_out30p0 = true; - - - vec3 n_out27p0; - float n_out27p1; -// GradientMapping:27 - { - vec4 n_out27p0n_out27p1 = _gradientMappingFunc(vec3(n_out28p0.xyz), n_out32p0, gradient, n_out30p0); - n_out27p0 = n_out27p0n_out27p1.rgb; - n_out27p1 = n_out27p0n_out27p1.a * n_out28p4; - } - - -// Output:0 - COLOR.rgb = n_out27p0; - COLOR.a = n_out27p1; - - -} -" -graph_offset = Vector2(-69.8232, 113.43) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(1040, 400) -nodes/fragment/27/node = SubResource("401") -nodes/fragment/27/position = Vector2(800, 400) -nodes/fragment/28/node = SubResource("402") -nodes/fragment/28/position = Vector2(460, 240) -nodes/fragment/30/node = SubResource("403") -nodes/fragment/30/position = Vector2(520, 540) -nodes/fragment/31/node = SubResource("404") -nodes/fragment/31/position = Vector2(420, 620) -nodes/fragment/32/node = SubResource("405") -nodes/fragment/32/position = Vector2(540, 460) -nodes/fragment/33/node = SubResource("406") -nodes/fragment/33/position = Vector2(260, 420) -nodes/fragment/connections = PackedInt32Array(28, 0, 27, 0, 30, 0, 27, 3, 27, 1, 0, 1, 27, 0, 0, 0, 28, 4, 27, 1, 31, 0, 27, 4, 33, 0, 32, 0, 32, 0, 27, 2) - -[sub_resource type="Gradient" id="408"] -offsets = PackedFloat32Array(0, 0.174242, 0.336134, 0.504202, 0.705882, 0.865546, 1) -colors = PackedColorArray(1, 0, 0, 1, 1, 0.726563, 0, 1, 0.640625, 1, 0, 1, 0, 1, 1, 1, 0, 0.132813, 1, 1, 1, 0, 0.984375, 1, 1, 1, 1, 1) - -[sub_resource type="GradientTexture1D" id="GradientTexture1D_y2syp"] -gradient = SubResource("408") - -[sub_resource type="ShaderMaterial" id="410"] -shader = SubResource("407") -shader_parameter/gradient = SubResource("GradientTexture1D_y2syp") - -[sub_resource type="VisualShaderNodeCustom" id="411"] -default_input_values = [1, 1.0] -initialized = true -script = ExtResource("67") - -[sub_resource type="VisualShaderNodeTexture" id="412"] -output_port_for_preview = 0 -expanded_output_ports = [0] -source = 2 - -[sub_resource type="VisualShaderNodeFloatConstant" id="413"] -constant = 1.0 - -[sub_resource type="VisualShader" id="414"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// GrayscalePlus -#include \"res://addons/shaderV/rgba/grayscale.gdshaderinc\" - -void fragment() { - vec4 n_out3p0; -// Texture2D:3 - n_out3p0 = texture(TEXTURE, UV); - float n_out3p4 = n_out3p0.a; - - -// FloatConstant:4 - float n_out4p0 = 1.000000; - - - vec3 n_out2p0; -// GrayscalePlus:2 - { - n_out2p0 = _grayscaleFunc(vec3(n_out3p0.xyz), n_out4p0); - } - - -// Output:0 - COLOR.rgb = n_out2p0; - COLOR.a = n_out3p4; - - -} -" -graph_offset = Vector2(-81.0399, 23.8775) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(600, 140) -nodes/fragment/2/node = SubResource("411") -nodes/fragment/2/position = Vector2(360, 120) -nodes/fragment/3/node = SubResource("412") -nodes/fragment/3/position = Vector2(0, 220) -nodes/fragment/4/node = SubResource("413") -nodes/fragment/4/position = Vector2(60, 140) -nodes/fragment/connections = PackedInt32Array(3, 0, 2, 0, 2, 0, 0, 0, 4, 0, 2, 1, 3, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="415"] -shader = SubResource("414") - -[sub_resource type="VisualShaderNodeCustom" id="416"] -initialized = true -script = ExtResource("68") - -[sub_resource type="VisualShader" id="417"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// Hue -#include \"res://addons/shaderV/rgba/hue.gdshaderinc\" - -void fragment() { - vec4 n_out3p0; -// Texture2D:3 - n_out3p0 = texture(TEXTURE, UV); - float n_out3p4 = n_out3p0.a; - - - vec3 n_out5p0; -// Hue:5 - { - n_out5p0 = _hueFunc(n_out3p0.x); - } - - -// Output:0 - COLOR.rgb = n_out5p0; - COLOR.a = n_out3p4; - - -} -" -graph_offset = Vector2(-169.795, 33.3148) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(600, 200) -nodes/fragment/3/node = SubResource("412") -nodes/fragment/3/position = Vector2(0, 200) -nodes/fragment/5/node = SubResource("416") -nodes/fragment/5/position = Vector2(320, 180) -nodes/fragment/connections = PackedInt32Array(3, 0, 5, 0, 5, 0, 0, 0, 3, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="418"] -shader = SubResource("417") - -[sub_resource type="VisualShaderNodeCustom" id="419"] -default_input_values = [2, 1.0] -initialized = true -script = ExtResource("69") - -[sub_resource type="VisualShaderNodeFloatConstant" id="420"] -constant = 1.0 - -[sub_resource type="VisualShader" id="421"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// InverseColor -#include \"res://addons/shaderV/rgba/inverseColor.gdshaderinc\" - -void fragment() { - vec4 n_out3p0; -// Texture2D:3 - n_out3p0 = texture(TEXTURE, UV); - float n_out3p4 = n_out3p0.a; - - -// FloatConstant:7 - float n_out7p0 = 1.000000; - - - vec3 n_out6p0; - float n_out6p1; -// InverseColor:6 - { - n_out6p0 = _inverseColorFunc(vec3(n_out3p0.xyz), n_out7p0); - n_out6p1 = n_out3p4; - } - - -// Output:0 - COLOR.rgb = n_out6p0; - COLOR.a = n_out6p1; - - -} -" -graph_offset = Vector2(-162.479, 72.6859) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(600, 200) -nodes/fragment/3/node = SubResource("412") -nodes/fragment/3/position = Vector2(80, 180) -nodes/fragment/6/node = SubResource("419") -nodes/fragment/6/position = Vector2(380, 200) -nodes/fragment/7/node = SubResource("420") -nodes/fragment/7/position = Vector2(140, 380) -nodes/fragment/connections = PackedInt32Array(3, 0, 6, 0, 6, 1, 0, 1, 7, 0, 6, 2, 6, 0, 0, 0, 3, 4, 6, 1) - -[sub_resource type="ShaderMaterial" id="422"] -shader = SubResource("421") - -[sub_resource type="VisualShaderNodeCustom" id="423"] -default_input_values = [1, 1, 2, 1] -initialized = true -script = ExtResource("70") - -[sub_resource type="VisualShaderNodeTexture" id="424"] -expanded_output_ports = [0] -texture = ExtResource("57") - -[sub_resource type="VisualShader" id="425"] -code = "shader_type canvas_item; -render_mode blend_mix; - -uniform sampler2D tex_frg_9; - - -// MaskAlpha -#include \"res://addons/shaderV/rgba/maskAlpha.gdshaderinc\" - -void fragment() { - vec4 n_out3p0; -// Texture2D:3 - n_out3p0 = texture(TEXTURE, UV); - float n_out3p4 = n_out3p0.a; - - -// Texture2D:9 - vec4 n_out9p0 = texture(tex_frg_9, UV); - float n_out9p4 = n_out9p0.a; - - - vec3 n_out8p0; - float n_out8p1; -// MaskAlpha:8 - { - n_out8p0 = _maskAlphaFunc(vec4(vec3(n_out3p0.xyz), n_out3p4), n_out9p4).rgb; - n_out8p1 = _maskAlphaFunc(vec4(vec3(n_out3p0.xyz), n_out3p4), n_out9p4).a; - } - - -// Output:0 - COLOR.rgb = n_out8p0; - COLOR.a = n_out8p1; - - -} -" -graph_offset = Vector2(-307.936, -137.162) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(620, 0) -nodes/fragment/3/node = SubResource("412") -nodes/fragment/3/position = Vector2(100, -140) -nodes/fragment/8/node = SubResource("423") -nodes/fragment/8/position = Vector2(400, 0) -nodes/fragment/9/node = SubResource("424") -nodes/fragment/9/position = Vector2(100, 60) -nodes/fragment/connections = PackedInt32Array(3, 0, 8, 0, 8, 1, 0, 1, 8, 0, 0, 0, 9, 4, 8, 2, 3, 4, 8, 1) - -[sub_resource type="ShaderMaterial" id="426"] -shader = SubResource("425") - -[sub_resource type="VisualShaderNodeCustom" id="427"] -default_input_values = [1, 8.0] -initialized = true -script = ExtResource("71") - -[sub_resource type="VisualShaderNodeFloatConstant" id="428"] -constant = 3.0 - -[sub_resource type="VisualShader" id="429"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// Posterize -#include \"res://addons/shaderV/rgba/posterize.gdshaderinc\" - -void fragment() { - vec4 n_out3p0; -// Texture2D:3 - n_out3p0 = texture(TEXTURE, UV); - float n_out3p4 = n_out3p0.a; - - -// FloatConstant:11 - float n_out11p0 = 3.000000; - - - vec3 n_out10p0; -// Posterize:10 - { - n_out10p0 = _posterizeFunc(vec3(n_out3p0.xyz), n_out11p0); - } - - -// Output:0 - COLOR.rgb = n_out10p0; - COLOR.a = n_out3p4; - - -} -" -graph_offset = Vector2(-144, -146.56) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(580, -20) -nodes/fragment/3/node = SubResource("412") -nodes/fragment/3/position = Vector2(100, 0) -nodes/fragment/10/node = SubResource("427") -nodes/fragment/10/position = Vector2(400, -140) -nodes/fragment/11/node = SubResource("428") -nodes/fragment/11/position = Vector2(140, -120) -nodes/fragment/connections = PackedInt32Array(11, 0, 10, 1, 3, 0, 10, 0, 10, 0, 0, 0, 3, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="430"] -shader = SubResource("429") - -[sub_resource type="VisualShaderNodeCustom" id="431"] -output_port_for_preview = 0 -default_input_values = [1, 1.0, 2, 1.0, 3, 1.0] -initialized = true -script = ExtResource("72") - -[sub_resource type="VisualShaderNodeFloatConstant" id="432"] -constant = 0.891 - -[sub_resource type="VisualShaderNodeFloatConstant" id="433"] -constant = 1.005 - -[sub_resource type="VisualShaderNodeFloatConstant" id="434"] -constant = 0.869 - -[sub_resource type="VisualShader" id="435"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// ShiftHSV -#include \"res://addons/shaderV/rgba/shiftHSV.gdshaderinc\" - -void fragment() { - vec4 n_out3p0; -// Texture2D:3 - n_out3p0 = texture(TEXTURE, UV); - float n_out3p4 = n_out3p0.a; - - -// FloatConstant:13 - float n_out13p0 = 0.891000; - - -// FloatConstant:14 - float n_out14p0 = 1.005000; - - -// FloatConstant:15 - float n_out15p0 = 0.869000; - - - vec3 n_out12p0; -// ShiftHSV:12 - { - n_out12p0 = _hsvChangeHSVChangeFunc(vec3(n_out3p0.xyz), n_out13p0, n_out14p0, n_out15p0); - } - - -// Output:0 - COLOR.rgb = n_out12p0; - COLOR.a = n_out3p4; - - -} -" -graph_offset = Vector2(2.4173, -266.144) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(680, 0) -nodes/fragment/3/node = SubResource("412") -nodes/fragment/3/position = Vector2(40, 0) -nodes/fragment/12/node = SubResource("431") -nodes/fragment/12/position = Vector2(420, -160) -nodes/fragment/13/node = SubResource("432") -nodes/fragment/13/position = Vector2(180, -200) -nodes/fragment/14/node = SubResource("433") -nodes/fragment/14/position = Vector2(180, -140) -nodes/fragment/15/node = SubResource("434") -nodes/fragment/15/position = Vector2(180, -80) -nodes/fragment/connections = PackedInt32Array(15, 0, 12, 3, 14, 0, 12, 2, 3, 0, 12, 0, 3, 4, 0, 1, 13, 0, 12, 1, 12, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="436"] -shader = SubResource("435") - -[sub_resource type="VisualShaderNodeCustom" id="437"] -default_input_values = [3, 0.0, 4, 0.0, 5, 0.0, 6, 0.0, 7, 0.0, 8, 0.0, 9, Vector3(1, 1, 1)] -initialized = true -script = ExtResource("73") - -[sub_resource type="VisualShaderNodeInput" id="438"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeColorConstant" id="439"] -constant = Color(0, 0.833388, 1, 1) - -[sub_resource type="VisualShaderNodeFloatConstant" id="440"] -constant = 0.5 - -[sub_resource type="VisualShaderNodeFloatConstant" id="441"] -constant = 0.7 - -[sub_resource type="VisualShaderNodeFloatConstant" id="442"] -constant = 0.4 - -[sub_resource type="VisualShaderNodeFloatConstant" id="443"] -constant = 2.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="444"] -constant = 2.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="445"] -constant = 1.0 - -[sub_resource type="VisualShader" id="446"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// ShineFX -#include \"res://addons/shaderV/rgba/shineFX.gdshaderinc\" - -void fragment() { -// Input:17 - vec2 n_out17p0 = UV; - - - vec4 n_out3p0; -// Texture2D:3 - n_out3p0 = texture(TEXTURE, UV); - float n_out3p4 = n_out3p0.a; - - -// FloatConstant:19 - float n_out19p0 = 0.500000; - - -// FloatConstant:20 - float n_out20p0 = 0.700000; - - -// FloatConstant:21 - float n_out21p0 = 0.400000; - - -// FloatConstant:22 - float n_out22p0 = 2.000000; - - -// FloatConstant:23 - float n_out23p0 = 2.000000; - - -// FloatConstant:24 - float n_out24p0 = 1.000000; - - -// ColorConstant:18 - vec4 n_out18p0 = vec4(0.000000, 0.833388, 1.000000, 1.000000); - - - vec3 n_out16p0; - float n_out16p1; -// ShineFX:16 - { - n_out16p1 = n_out3p4; - n_out16p0 = _shineFunc(vec4(vec3(n_out3p0.xyz), n_out3p4), vec3(n_out17p0, 0.0).xy, n_out19p0, n_out20p0, n_out21p0, n_out22p0, n_out23p0, n_out24p0, vec3(n_out18p0.xyz)).rgb; - } - - -// Output:0 - COLOR.rgb = n_out16p0; - COLOR.a = n_out16p1; - - -} -" -graph_offset = Vector2(8.33194, -215.869) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(820, 0) -nodes/fragment/3/node = SubResource("412") -nodes/fragment/3/position = Vector2(240, -220) -nodes/fragment/16/node = SubResource("437") -nodes/fragment/16/position = Vector2(600, 0) -nodes/fragment/17/node = SubResource("438") -nodes/fragment/17/position = Vector2(160, -320) -nodes/fragment/18/node = SubResource("439") -nodes/fragment/18/position = Vector2(300, 360) -nodes/fragment/19/node = SubResource("440") -nodes/fragment/19/position = Vector2(300, -20) -nodes/fragment/20/node = SubResource("441") -nodes/fragment/20/position = Vector2(300, 40) -nodes/fragment/21/node = SubResource("442") -nodes/fragment/21/position = Vector2(300, 100) -nodes/fragment/22/node = SubResource("443") -nodes/fragment/22/position = Vector2(300, 160) -nodes/fragment/23/node = SubResource("444") -nodes/fragment/23/position = Vector2(300, 220) -nodes/fragment/24/node = SubResource("445") -nodes/fragment/24/position = Vector2(300, 280) -nodes/fragment/connections = PackedInt32Array(3, 0, 16, 1, 16, 1, 0, 1, 17, 0, 16, 0, 18, 0, 16, 9, 19, 0, 16, 3, 20, 0, 16, 4, 21, 0, 16, 5, 22, 0, 16, 6, 23, 0, 16, 7, 24, 0, 16, 8, 16, 0, 0, 0, 3, 4, 16, 2) - -[sub_resource type="ShaderMaterial" id="447"] -shader = SubResource("446") - -[sub_resource type="VisualShaderNodeCustom" id="448"] -default_input_values = [1, 1.0, 2, Vector3(1, 1, 1), 3, 1] -initialized = true -script = ExtResource("74") - -[sub_resource type="VisualShaderNodeColorConstant" id="449"] -expanded_output_ports = [0] -constant = Color(0.46875, 0.0585938, 0.337372, 1) - -[sub_resource type="VisualShader" id="450"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - - -void fragment() { - vec4 n_out3p0; -// Texture2D:3 - n_out3p0 = texture(TEXTURE, UV); - float n_out3p4 = n_out3p0.a; - - -// ColorConstant:26 - vec4 n_out26p0 = vec4(0.468750, 0.058594, 0.337372, 1.000000); - float n_out26p4 = n_out26p0.a; - - - vec3 n_out25p0; - float n_out25p1; -// TintRGBA:25 - { - n_out25p0 = vec3(n_out3p0.xyz) * vec3(n_out26p0.xyz); - n_out25p1 = n_out3p4 * n_out26p4; - } - - -// Output:0 - COLOR.rgb = n_out25p0; - COLOR.a = n_out25p1; - - -} -" -graph_offset = Vector2(-142.104, -217.975) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(800, -100) -nodes/fragment/3/node = SubResource("412") -nodes/fragment/3/position = Vector2(120, -180) -nodes/fragment/25/node = SubResource("448") -nodes/fragment/25/position = Vector2(540, -100) -nodes/fragment/26/node = SubResource("449") -nodes/fragment/26/position = Vector2(260, 60) -nodes/fragment/connections = PackedInt32Array(3, 0, 25, 0, 25, 0, 0, 0, 25, 1, 0, 1, 26, 0, 25, 2, 26, 4, 25, 3, 3, 4, 25, 1) - -[sub_resource type="ShaderMaterial" id="451"] -shader = SubResource("450") - -[sub_resource type="VisualShaderNodeCustom" id="452"] -default_input_values = [1, 0.0, 2, 1.0] -initialized = true -script = ExtResource("75") - -[sub_resource type="VisualShaderNodeFloatConstant" id="453"] -constant = 0.6 - -[sub_resource type="VisualShaderNodeFloatConstant" id="454"] -constant = 2.0 - -[sub_resource type="VisualShader" id="455"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// Tonemap -#include \"res://addons/shaderV/rgba/tonemap.gdshaderinc\" - -void fragment() { - vec4 n_out3p0; -// Texture2D:3 - n_out3p0 = texture(TEXTURE, UV); - float n_out3p4 = n_out3p0.a; - - -// FloatConstant:28 - float n_out28p0 = 0.600000; - - -// FloatConstant:29 - float n_out29p0 = 2.000000; - - - vec3 n_out27p0; -// Tonemap:27 - { - n_out27p0 = _tonemapFunc(vec3(n_out3p0.xyz), n_out28p0, n_out29p0); - } - - -// Output:0 - COLOR.rgb = n_out27p0; - COLOR.a = n_out3p4; - - -} -" -graph_offset = Vector2(331.087, -354.391) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(800, -200) -nodes/fragment/3/node = SubResource("412") -nodes/fragment/3/position = Vector2(200, -200) -nodes/fragment/27/node = SubResource("452") -nodes/fragment/27/position = Vector2(500, -340) -nodes/fragment/28/node = SubResource("453") -nodes/fragment/28/position = Vector2(240, -360) -nodes/fragment/29/node = SubResource("454") -nodes/fragment/29/position = Vector2(240, -280) -nodes/fragment/connections = PackedInt32Array(3, 0, 27, 0, 28, 0, 27, 1, 29, 0, 27, 2, 27, 0, 0, 0, 3, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="456"] -shader = SubResource("455") - -[sub_resource type="VisualShaderNodeCustom" id="457"] -default_input_values = [1, 1.5] -initialized = true -script = ExtResource("76") - -[sub_resource type="VisualShaderNodeFloatConstant" id="458"] -constant = 1.5 - -[sub_resource type="VisualShader" id="459"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// TurnCGA4Palette -#include \"res://addons/shaderV/rgba/turnCGA4Palette.gdshaderinc\" - -void fragment() { - vec4 n_out3p0; -// Texture2D:3 - n_out3p0 = texture(TEXTURE, UV); - float n_out3p4 = n_out3p0.a; - - -// FloatConstant:31 - float n_out31p0 = 1.500000; - - - vec3 n_out30p0; -// TurnCGA4Palette:30 - { - n_out30p0 = _cg4PaletteFunc(vec3(n_out3p0.xyz), n_out31p0); - } - - -// Output:0 - COLOR.rgb = n_out30p0; - COLOR.a = n_out3p4; - - -} -" -graph_offset = Vector2(181.043, -362.087) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(800, -200) -nodes/fragment/3/node = SubResource("412") -nodes/fragment/3/position = Vector2(280, -200) -nodes/fragment/30/node = SubResource("457") -nodes/fragment/30/position = Vector2(560, -340) -nodes/fragment/31/node = SubResource("458") -nodes/fragment/31/position = Vector2(280, -280) -nodes/fragment/connections = PackedInt32Array(3, 0, 30, 0, 31, 0, 30, 1, 30, 0, 0, 0, 3, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="460"] -shader = SubResource("459") - -[sub_resource type="VisualShaderNodeFloatConstant" id="461"] -constant = 1.6 - -[sub_resource type="VisualShaderNodeCustom" id="462"] -default_input_values = [1, 1.5] -initialized = true -script = ExtResource("77") - -[sub_resource type="VisualShader" id="463"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// TurnGameBoyPalette -#include \"res://addons/shaderV/rgba/turnGBPalette.gdshaderinc\" - -void fragment() { - vec4 n_out3p0; -// Texture2D:3 - n_out3p0 = texture(TEXTURE, UV); - float n_out3p4 = n_out3p0.a; - - -// FloatConstant:32 - float n_out32p0 = 1.600000; - - - vec3 n_out33p0; -// TurnGameBoyPalette:33 - { - n_out33p0 = _gameboyPaletteFunc(vec3(n_out3p0.xyz), n_out32p0); - } - - -// Output:0 - COLOR.rgb = n_out33p0; - COLOR.a = n_out3p4; - - -} -" -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(800, -200) -nodes/fragment/3/node = SubResource("412") -nodes/fragment/3/position = Vector2(280, -200) -nodes/fragment/32/node = SubResource("461") -nodes/fragment/32/position = Vector2(280, -280) -nodes/fragment/33/node = SubResource("462") -nodes/fragment/33/position = Vector2(540, -300) -nodes/fragment/connections = PackedInt32Array(32, 0, 33, 1, 3, 0, 33, 0, 33, 0, 0, 0, 3, 4, 0, 1) - -[sub_resource type="ShaderMaterial" id="464"] -shader = SubResource("463") - -[sub_resource type="VisualShaderNodeFloatConstant" id="465"] -constant = 2.0 - -[sub_resource type="VisualShaderNodeCustom" id="466"] -default_input_values = [1, 6, 2, Vector3(2, 2, 0), 3, 2, 4, 0.8, 5, 0.5, 6, 0.3, 7, Vector3(0.5, 0.5, 0)] -initialized = true -script = ExtResource("79") - -[sub_resource type="VisualShaderNodeInput" id="467"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeFloatConstant" id="468"] -constant = 6.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="469"] -constant = 2.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="470"] -constant = 0.8 - -[sub_resource type="VisualShaderNodeFloatConstant" id="471"] -constant = 0.5 - -[sub_resource type="VisualShaderNodeFloatConstant" id="472"] -constant = 0.3 - -[sub_resource type="VisualShaderNodeVec3Constant" id="473"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShader" id="474"] -resource_local_to_scene = true -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// FractalGenericNoise2D -#include \"res://addons/shaderV/rgba/noise/fractal/generic2d_fractal.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - -// FloatConstant:4 - float n_out4p0 = 6.000000; - - -// FloatConstant:10 - float n_out10p0 = 2.000000; - - -// FloatConstant:5 - float n_out5p0 = 2.000000; - - -// FloatConstant:6 - float n_out6p0 = 0.800000; - - -// FloatConstant:7 - float n_out7p0 = 0.500000; - - -// FloatConstant:8 - float n_out8p0 = 0.300000; - - -// Vector3Constant:9 - vec3 n_out9p0 = vec3(0.500000, 0.500000, 0.000000); - - - float n_out2p0; -// FractalGenericNoise2D:2 - { - n_out2p0 = _genericNoise2DFBM(vec3(n_out3p0, 0.0).xy, int(n_out4p0), vec3(n_out10p0).xy, n_out5p0, n_out6p0, n_out7p0, n_out8p0, n_out9p0.xy); - } - - -// Output:0 - COLOR.rgb = vec3(n_out2p0); - - -} -" -graph_offset = Vector2(-116.618, -6.67545) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(400, 200) -nodes/fragment/2/node = SubResource("466") -nodes/fragment/2/position = Vector2(140, 200) -nodes/fragment/3/node = SubResource("467") -nodes/fragment/3/position = Vector2(-280, -20) -nodes/fragment/4/node = SubResource("468") -nodes/fragment/4/position = Vector2(-140, 60) -nodes/fragment/5/node = SubResource("469") -nodes/fragment/5/position = Vector2(-140, 220) -nodes/fragment/6/node = SubResource("470") -nodes/fragment/6/position = Vector2(-140, 300) -nodes/fragment/7/node = SubResource("471") -nodes/fragment/7/position = Vector2(-140, 380) -nodes/fragment/8/node = SubResource("472") -nodes/fragment/8/position = Vector2(-140, 460) -nodes/fragment/9/node = SubResource("473") -nodes/fragment/9/position = Vector2(-300, 540) -nodes/fragment/10/node = SubResource("465") -nodes/fragment/10/position = Vector2(-140, 140) -nodes/fragment/connections = PackedInt32Array(3, 0, 2, 0, 4, 0, 2, 1, 6, 0, 2, 4, 7, 0, 2, 5, 8, 0, 2, 6, 9, 0, 2, 7, 5, 0, 2, 3, 10, 0, 2, 2, 2, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="475"] -shader = SubResource("474") - -[sub_resource type="VisualShaderNodeVec3Constant" id="476"] -constant = Vector3(2, 2, 0) - -[sub_resource type="VisualShaderNodeVec3Constant" id="477"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShaderNodeCustom" id="478"] -default_input_values = [1, 6, 2, Vector3(2, 2, 0), 3, 2, 4, 0.8, 5, 0.5, 6, 0.6, 7, Vector3(0.5, 0.5, 0)] -initialized = true -script = ExtResource("80") - -[sub_resource type="VisualShaderNodeFloatConstant" id="479"] -constant = 6.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="480"] -constant = 2.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="481"] -constant = 0.8 - -[sub_resource type="VisualShaderNodeFloatConstant" id="482"] -constant = 0.5 - -[sub_resource type="VisualShaderNodeFloatConstant" id="483"] -constant = 0.6 - -[sub_resource type="VisualShader" id="484"] -resource_local_to_scene = true -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// FractalPerlinNoise2D -#include \"res://addons/shaderV/rgba/noise/fractal/perlin2d_fractal.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - -// FloatConstant:5 - float n_out5p0 = 6.000000; - - -// Vector3Constant:10 - vec3 n_out10p0 = vec3(2.000000, 2.000000, 0.000000); - - -// FloatConstant:6 - float n_out6p0 = 2.000000; - - -// FloatConstant:7 - float n_out7p0 = 0.800000; - - -// FloatConstant:8 - float n_out8p0 = 0.500000; - - -// FloatConstant:9 - float n_out9p0 = 0.600000; - - -// Vector3Constant:11 - vec3 n_out11p0 = vec3(0.500000, 0.500000, 0.000000); - - - float n_out4p0; -// FractalPerlinNoise2D:4 - { - n_out4p0 = _perlinNoise2DFBM(vec3(n_out3p0, 0.0).xy, int(n_out5p0), n_out10p0.xy, n_out6p0, n_out7p0, n_out8p0, n_out9p0, n_out11p0.xy); - } - - -// Output:0 - COLOR.rgb = vec3(n_out4p0); - - -} -" -graph_offset = Vector2(-231.063, 38.8457) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(400, 200) -nodes/fragment/3/node = SubResource("467") -nodes/fragment/3/position = Vector2(-260, -40) -nodes/fragment/4/node = SubResource("478") -nodes/fragment/4/position = Vector2(160, 200) -nodes/fragment/5/node = SubResource("479") -nodes/fragment/5/position = Vector2(-120, 40) -nodes/fragment/6/node = SubResource("480") -nodes/fragment/6/position = Vector2(-100, 220) -nodes/fragment/7/node = SubResource("481") -nodes/fragment/7/position = Vector2(-100, 300) -nodes/fragment/8/node = SubResource("482") -nodes/fragment/8/position = Vector2(-100, 380) -nodes/fragment/9/node = SubResource("483") -nodes/fragment/9/position = Vector2(-100, 460) -nodes/fragment/10/node = SubResource("476") -nodes/fragment/10/position = Vector2(-260, 120) -nodes/fragment/11/node = SubResource("477") -nodes/fragment/11/position = Vector2(-240, 540) -nodes/fragment/connections = PackedInt32Array(3, 0, 4, 0, 5, 0, 4, 1, 6, 0, 4, 3, 7, 0, 4, 4, 8, 0, 4, 5, 9, 0, 4, 6, 10, 0, 4, 2, 11, 0, 4, 7, 4, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="485"] -shader = SubResource("484") - -[sub_resource type="VisualShaderNodeFloatConstant" id="486"] -constant = 0.3 - -[sub_resource type="VisualShaderNodeFloatConstant" id="487"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeVec3Constant" id="488"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShaderNodeCustom" id="489"] -default_input_values = [1, 6, 2, Vector3(2, 2, 0), 3, 2, 4, 0.8, 5, 0.5, 6, 0.3, 7, Vector3(0.5, 0.5, 0), 8, 1, 9, false] -initialized = true -script = ExtResource("81") - -[sub_resource type="VisualShaderNodeBooleanConstant" id="490"] - -[sub_resource type="VisualShaderNodeVec3Constant" id="491"] -constant = Vector3(2, 2, 0) - -[sub_resource type="VisualShaderNodeFloatConstant" id="492"] -constant = 6.0 - -[sub_resource type="VisualShaderNodeInput" id="493"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeFloatConstant" id="494"] -constant = 2.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="495"] -constant = 0.8 - -[sub_resource type="VisualShaderNodeFloatConstant" id="496"] -constant = 0.5 - -[sub_resource type="VisualShader" id="497"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// FractalWorleyNoise2D -#include \"res://addons/shaderV/rgba/noise/fractal/worley2d_fractal.gdshaderinc\" - -void fragment() { -// Input:5 - vec2 n_out5p0 = UV; - - -// FloatConstant:4 - float n_out4p0 = 6.000000; - - -// Vector3Constant:3 - vec3 n_out3p0 = vec3(2.000000, 2.000000, 0.000000); - - -// FloatConstant:7 - float n_out7p0 = 2.000000; - - -// FloatConstant:8 - float n_out8p0 = 0.800000; - - -// FloatConstant:9 - float n_out9p0 = 0.500000; - - -// FloatConstant:10 - float n_out10p0 = 0.300000; - - -// Vector3Constant:12 - vec3 n_out12p0 = vec3(0.500000, 0.500000, 0.000000); - - -// FloatConstant:11 - float n_out11p0 = 1.000000; - - -// BooleanConstant:14 - bool n_out14p0 = false; - - - float n_out13p0; -// FractalWorleyNoise2D:13 - { - n_out13p0 = _cellularNoise2DFBM(vec3(n_out5p0, 0.0).xy, int(n_out4p0), n_out3p0.xy, n_out7p0, n_out8p0, n_out9p0, n_out10p0, n_out12p0.xy, n_out11p0, n_out14p0); - } - - -// Output:0 - COLOR.rgb = vec3(n_out13p0); - - -} -" -graph_offset = Vector2(-354.809, -74.2784) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(460, 200) -nodes/fragment/3/node = SubResource("491") -nodes/fragment/3/position = Vector2(-220, 160) -nodes/fragment/4/node = SubResource("492") -nodes/fragment/4/position = Vector2(-80, 100) -nodes/fragment/5/node = SubResource("493") -nodes/fragment/5/position = Vector2(-240, 20) -nodes/fragment/7/node = SubResource("494") -nodes/fragment/7/position = Vector2(-80, 240) -nodes/fragment/8/node = SubResource("495") -nodes/fragment/8/position = Vector2(-80, 300) -nodes/fragment/9/node = SubResource("496") -nodes/fragment/9/position = Vector2(-80, 360) -nodes/fragment/10/node = SubResource("486") -nodes/fragment/10/position = Vector2(-80, 420) -nodes/fragment/11/node = SubResource("487") -nodes/fragment/11/position = Vector2(-80, 560) -nodes/fragment/12/node = SubResource("488") -nodes/fragment/12/position = Vector2(-220, 480) -nodes/fragment/13/node = SubResource("489") -nodes/fragment/13/position = Vector2(180, 200) -nodes/fragment/14/node = SubResource("490") -nodes/fragment/14/position = Vector2(-80, 620) -nodes/fragment/connections = PackedInt32Array(5, 0, 13, 0, 4, 0, 13, 1, 3, 0, 13, 2, 7, 0, 13, 3, 8, 0, 13, 4, 9, 0, 13, 5, 10, 0, 13, 6, 12, 0, 13, 7, 11, 0, 13, 8, 14, 0, 13, 9, 13, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="498"] -shader = SubResource("497") - -[sub_resource type="VisualShaderNodeVec3Constant" id="499"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShaderNodeVec3Constant" id="500"] -constant = Vector3(2, 2, 0) - -[sub_resource type="VisualShaderNodeCustom" id="501"] -default_input_values = [1, 6, 2, Vector3(2, 2, 0), 3, 2, 4, 0.8, 5, 0.5, 6, 0.5, 7, Vector3(0.5, 0.5, 0)] -initialized = true -script = ExtResource("82") - -[sub_resource type="VisualShaderNodeInput" id="502"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeFloatConstant" id="503"] -constant = 6.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="504"] -constant = 2.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="505"] -constant = 0.8 - -[sub_resource type="VisualShaderNodeFloatConstant" id="506"] -constant = 0.5 - -[sub_resource type="VisualShaderNodeFloatConstant" id="507"] -constant = 0.5 - -[sub_resource type="VisualShader" id="508"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// FractalSimplexNoise2D -#include \"res://addons/shaderV/rgba/noise/fractal/simplex2d_fractal.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - -// FloatConstant:4 - float n_out4p0 = 6.000000; - - -// Vector3Constant:12 - vec3 n_out12p0 = vec3(2.000000, 2.000000, 0.000000); - - -// FloatConstant:5 - float n_out5p0 = 2.000000; - - -// FloatConstant:6 - float n_out6p0 = 0.800000; - - -// FloatConstant:7 - float n_out7p0 = 0.500000; - - -// FloatConstant:8 - float n_out8p0 = 0.500000; - - -// Vector3Constant:10 - vec3 n_out10p0 = vec3(0.500000, 0.500000, 0.000000); - - - float n_out2p0; -// FractalSimplexNoise2D:2 - { - n_out2p0 = _simplexNoise2DFBM(vec3(n_out3p0, 0.0).xy, int(n_out4p0), n_out12p0.xy, n_out5p0, n_out6p0, n_out7p0, n_out8p0, n_out10p0.xy); - } - - -// Output:0 - COLOR.rgb = vec3(n_out2p0); - - -} -" -graph_offset = Vector2(-202.473, 86.5394) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(600, 200) -nodes/fragment/2/node = SubResource("501") -nodes/fragment/2/position = Vector2(320, 200) -nodes/fragment/3/node = SubResource("502") -nodes/fragment/3/position = Vector2(-80, 20) -nodes/fragment/4/node = SubResource("503") -nodes/fragment/4/position = Vector2(60, 100) -nodes/fragment/5/node = SubResource("504") -nodes/fragment/5/position = Vector2(60, 240) -nodes/fragment/6/node = SubResource("505") -nodes/fragment/6/position = Vector2(60, 300) -nodes/fragment/7/node = SubResource("506") -nodes/fragment/7/position = Vector2(60, 360) -nodes/fragment/8/node = SubResource("507") -nodes/fragment/8/position = Vector2(60, 420) -nodes/fragment/10/node = SubResource("499") -nodes/fragment/10/position = Vector2(-80, 480) -nodes/fragment/12/node = SubResource("500") -nodes/fragment/12/position = Vector2(-80, 160) -nodes/fragment/connections = PackedInt32Array(3, 0, 2, 0, 4, 0, 2, 1, 10, 0, 2, 7, 5, 0, 2, 3, 6, 0, 2, 4, 7, 0, 2, 5, 8, 0, 2, 6, 12, 0, 2, 2, 2, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="509"] -shader = SubResource("508") - -[sub_resource type="VisualShaderNodeFloatConstant" id="510"] -constant = 0.8 - -[sub_resource type="VisualShaderNodeFloatConstant" id="511"] -constant = 2.0 - -[sub_resource type="VisualShaderNodeVec3Constant" id="512"] -constant = Vector3(2, 2, 0) - -[sub_resource type="VisualShaderNodeFloatConstant" id="513"] -constant = 6.0 - -[sub_resource type="VisualShaderNodeCustom" id="514"] -default_input_values = [1, 6, 2, Vector3(2, 2, 0), 3, 2, 4, 0.8, 5, 0.5, 6, 0.3, 7, Vector3(0.5, 0.5, 0), 8, 1, 9, false, 10, 0] -initialized = true -script = ExtResource("83") - -[sub_resource type="VisualShaderNodeInput" id="515"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeInput" id="516"] -input_name = "time" - -[sub_resource type="VisualShaderNodeBooleanConstant" id="517"] - -[sub_resource type="VisualShaderNodeFloatConstant" id="518"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeVec3Constant" id="519"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShaderNodeFloatConstant" id="520"] -constant = 0.3 - -[sub_resource type="VisualShaderNodeFloatConstant" id="521"] -constant = 0.5 - -[sub_resource type="VisualShader" id="522"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// FractalWorleyNoise3D -#include \"res://addons/shaderV/rgba/noise/fractal/worley3d_fractal.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - -// FloatConstant:13 - float n_out13p0 = 6.000000; - - -// Vector3Constant:12 - vec3 n_out12p0 = vec3(2.000000, 2.000000, 0.000000); - - -// FloatConstant:11 - float n_out11p0 = 2.000000; - - -// FloatConstant:10 - float n_out10p0 = 0.800000; - - -// FloatConstant:9 - float n_out9p0 = 0.500000; - - -// FloatConstant:8 - float n_out8p0 = 0.300000; - - -// Vector3Constant:7 - vec3 n_out7p0 = vec3(0.500000, 0.500000, 0.000000); - - -// FloatConstant:6 - float n_out6p0 = 1.000000; - - -// BooleanConstant:5 - bool n_out5p0 = false; - - -// Input:4 - float n_out4p0 = TIME; - - - float n_out2p0; -// FractalWorleyNoise3D:2 - { - n_out2p0 = _cellularNoise3DFBM(vec3(n_out3p0, 0.0).xy, int(n_out13p0), n_out12p0.xy, n_out11p0, n_out10p0, n_out9p0, n_out8p0, n_out7p0.xy, n_out6p0, n_out5p0, n_out4p0); - } - - -// Output:0 - COLOR.rgb = vec3(n_out2p0); - - -} -" -graph_offset = Vector2(-189.109, 35.1915) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(600, 200) -nodes/fragment/2/node = SubResource("514") -nodes/fragment/2/position = Vector2(340, 200) -nodes/fragment/3/node = SubResource("515") -nodes/fragment/3/position = Vector2(-60, -20) -nodes/fragment/4/node = SubResource("516") -nodes/fragment/4/position = Vector2(-40, 640) -nodes/fragment/5/node = SubResource("517") -nodes/fragment/5/position = Vector2(60, 560) -nodes/fragment/6/node = SubResource("518") -nodes/fragment/6/position = Vector2(80, 500) -nodes/fragment/7/node = SubResource("519") -nodes/fragment/7/position = Vector2(-80, 420) -nodes/fragment/8/node = SubResource("520") -nodes/fragment/8/position = Vector2(80, 360) -nodes/fragment/9/node = SubResource("521") -nodes/fragment/9/position = Vector2(80, 300) -nodes/fragment/10/node = SubResource("510") -nodes/fragment/10/position = Vector2(80, 240) -nodes/fragment/11/node = SubResource("511") -nodes/fragment/11/position = Vector2(80, 180) -nodes/fragment/12/node = SubResource("512") -nodes/fragment/12/position = Vector2(-60, 100) -nodes/fragment/13/node = SubResource("513") -nodes/fragment/13/position = Vector2(80, 40) -nodes/fragment/connections = PackedInt32Array(3, 0, 2, 0, 4, 0, 2, 10, 5, 0, 2, 9, 6, 0, 2, 8, 7, 0, 2, 7, 8, 0, 2, 6, 9, 0, 2, 5, 10, 0, 2, 4, 11, 0, 2, 3, 12, 0, 2, 2, 13, 0, 2, 1, 2, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="523"] -shader = SubResource("522") - -[sub_resource type="VisualShaderNodeFloatConstant" id="524"] -constant = 0.6 - -[sub_resource type="VisualShaderNodeVec3Constant" id="525"] -constant = Vector3(2, 2, 0) - -[sub_resource type="VisualShaderNodeVec3Constant" id="526"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShaderNodeInput" id="527"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeCustom" id="528"] -default_input_values = [1, 6, 2, Vector3(2, 2, 0), 3, 2, 4, 0.8, 5, 0.5, 6, 0.6, 7, Vector3(0.5, 0.5, 0), 8, 0] -initialized = true -script = ExtResource("84") - -[sub_resource type="VisualShaderNodeInput" id="529"] -input_name = "time" - -[sub_resource type="VisualShaderNodeFloatConstant" id="530"] -constant = 6.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="531"] -constant = 2.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="532"] -constant = 0.8 - -[sub_resource type="VisualShaderNodeFloatConstant" id="533"] -constant = 0.5 - -[sub_resource type="VisualShader" id="534"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// FractalPerlinNoise3D -#include \"res://addons/shaderV/rgba/noise/fractal/perlin3d_fractal.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - -// FloatConstant:6 - float n_out6p0 = 6.000000; - - -// Vector3Constant:11 - vec3 n_out11p0 = vec3(2.000000, 2.000000, 0.000000); - - -// FloatConstant:7 - float n_out7p0 = 2.000000; - - -// FloatConstant:8 - float n_out8p0 = 0.800000; - - -// FloatConstant:9 - float n_out9p0 = 0.500000; - - -// FloatConstant:10 - float n_out10p0 = 0.600000; - - -// Vector3Constant:12 - vec3 n_out12p0 = vec3(0.500000, 0.500000, 0.000000); - - -// Input:5 - float n_out5p0 = TIME; - - - float n_out4p0; -// FractalPerlinNoise3D:4 - { - n_out4p0 = _perlinNoise3DFBM(vec3(n_out3p0, 0.0).xy, int(n_out6p0), n_out11p0.xy, n_out7p0, n_out8p0, n_out9p0, n_out10p0, n_out12p0.xy, n_out5p0); - } - - -// Output:0 - COLOR.rgb = vec3(n_out4p0); - - -} -" -graph_offset = Vector2(-325.64, -4.4259) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(420, 200) -nodes/fragment/3/node = SubResource("527") -nodes/fragment/3/position = Vector2(-260, 0) -nodes/fragment/4/node = SubResource("528") -nodes/fragment/4/position = Vector2(160, 200) -nodes/fragment/5/node = SubResource("529") -nodes/fragment/5/position = Vector2(-260, 520) -nodes/fragment/6/node = SubResource("530") -nodes/fragment/6/position = Vector2(-120, 60) -nodes/fragment/7/node = SubResource("531") -nodes/fragment/7/position = Vector2(-120, 200) -nodes/fragment/8/node = SubResource("532") -nodes/fragment/8/position = Vector2(-120, 260) -nodes/fragment/9/node = SubResource("533") -nodes/fragment/9/position = Vector2(-120, 320) -nodes/fragment/10/node = SubResource("524") -nodes/fragment/10/position = Vector2(-120, 380) -nodes/fragment/11/node = SubResource("525") -nodes/fragment/11/position = Vector2(-260, 120) -nodes/fragment/12/node = SubResource("526") -nodes/fragment/12/position = Vector2(-280, 440) -nodes/fragment/connections = PackedInt32Array(3, 0, 4, 0, 6, 0, 4, 1, 7, 0, 4, 3, 8, 0, 4, 4, 9, 0, 4, 5, 10, 0, 4, 6, 11, 0, 4, 2, 12, 0, 4, 7, 5, 0, 4, 8, 4, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="535"] -shader = SubResource("534") - -[sub_resource type="VisualShaderNodeFloatConstant" id="536"] -constant = 0.5 - -[sub_resource type="VisualShaderNodeFloatConstant" id="537"] -constant = 0.6 - -[sub_resource type="VisualShaderNodeCustom" id="538"] -default_input_values = [1, 6, 2, Vector3(2, 2, 0), 3, 2, 4, 0.8, 5, 0.5, 6, 0.6, 7, Vector3(0.5, 0.5, 0), 8, 0] -initialized = true -script = ExtResource("85") - -[sub_resource type="VisualShaderNodeInput" id="539"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeInput" id="540"] -input_name = "time" - -[sub_resource type="VisualShaderNodeFloatConstant" id="541"] -constant = 6.0 - -[sub_resource type="VisualShaderNodeVec3Constant" id="542"] -constant = Vector3(2, 2, 0) - -[sub_resource type="VisualShaderNodeVec3Constant" id="543"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShaderNodeFloatConstant" id="544"] -constant = 2.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="545"] -constant = 0.8 - -[sub_resource type="VisualShader" id="546"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// FractalSimplexNoise3D -#include \"res://addons/shaderV/rgba/noise/fractal/simplex3d_fractal.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - -// FloatConstant:5 - float n_out5p0 = 6.000000; - - -// Vector3Constant:6 - vec3 n_out6p0 = vec3(2.000000, 2.000000, 0.000000); - - -// FloatConstant:8 - float n_out8p0 = 2.000000; - - -// FloatConstant:9 - float n_out9p0 = 0.800000; - - -// FloatConstant:10 - float n_out10p0 = 0.500000; - - -// FloatConstant:11 - float n_out11p0 = 0.600000; - - -// Vector3Constant:7 - vec3 n_out7p0 = vec3(0.500000, 0.500000, 0.000000); - - -// Input:4 - float n_out4p0 = TIME; - - - float n_out2p0; -// FractalSimplexNoise3D:2 - { - n_out2p0 = _simplexNoise3DFBM(vec3(n_out3p0, 0.0).xy, int(n_out5p0), n_out6p0.xy, n_out8p0, n_out9p0, n_out10p0, n_out11p0, n_out7p0.xy, n_out4p0); - } - - -// Output:0 - COLOR.rgb = vec3(n_out2p0); - - -} -" -graph_offset = Vector2(-346.405, 163.275) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(400, 200) -nodes/fragment/2/node = SubResource("538") -nodes/fragment/2/position = Vector2(140, 200) -nodes/fragment/3/node = SubResource("539") -nodes/fragment/3/position = Vector2(-260, 0) -nodes/fragment/4/node = SubResource("540") -nodes/fragment/4/position = Vector2(-240, 520) -nodes/fragment/5/node = SubResource("541") -nodes/fragment/5/position = Vector2(-120, 60) -nodes/fragment/6/node = SubResource("542") -nodes/fragment/6/position = Vector2(-260, 120) -nodes/fragment/7/node = SubResource("543") -nodes/fragment/7/position = Vector2(-260, 440) -nodes/fragment/8/node = SubResource("544") -nodes/fragment/8/position = Vector2(-120, 200) -nodes/fragment/9/node = SubResource("545") -nodes/fragment/9/position = Vector2(-120, 260) -nodes/fragment/10/node = SubResource("536") -nodes/fragment/10/position = Vector2(-120, 320) -nodes/fragment/11/node = SubResource("537") -nodes/fragment/11/position = Vector2(-120, 380) -nodes/fragment/connections = PackedInt32Array(3, 0, 2, 0, 5, 0, 2, 1, 6, 0, 2, 2, 4, 0, 2, 8, 7, 0, 2, 7, 8, 0, 2, 3, 9, 0, 2, 4, 10, 0, 2, 5, 11, 0, 2, 6, 2, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="547"] -shader = SubResource("546") - -[sub_resource type="VisualShaderNodeFloatConstant" id="548"] -constant = 0.6 - -[sub_resource type="VisualShaderNodeVec3Constant" id="549"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShaderNodeFloatConstant" id="550"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeCustom" id="551"] -default_input_values = [1, 6, 2, Vector3(2, 2, 0), 3, 2, 4, 0.8, 5, 0.5, 6, 0.6, 7, Vector3(0.5, 0.5, 0), 8, 0, 9, 0] -initialized = true -script = ExtResource("86") - -[sub_resource type="VisualShaderNodeInput" id="552"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeInput" id="553"] -input_name = "time" - -[sub_resource type="VisualShaderNodeFloatConstant" id="554"] -constant = 6.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="555"] -constant = 2.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="556"] -constant = 0.8 - -[sub_resource type="VisualShaderNodeFloatConstant" id="557"] -constant = 0.5 - -[sub_resource type="VisualShaderNodeVec3Constant" id="558"] -constant = Vector3(2, 2, 0) - -[sub_resource type="VisualShader" id="559"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// FractalPerlinNoise4D -#include \"res://addons/shaderV/rgba/noise/fractal/perlin4d_fractal.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - -// FloatConstant:5 - float n_out5p0 = 6.000000; - - -// Vector3Constant:9 - vec3 n_out9p0 = vec3(2.000000, 2.000000, 0.000000); - - -// FloatConstant:6 - float n_out6p0 = 2.000000; - - -// FloatConstant:7 - float n_out7p0 = 0.800000; - - -// FloatConstant:8 - float n_out8p0 = 0.500000; - - -// FloatConstant:10 - float n_out10p0 = 0.600000; - - -// Vector3Constant:11 - vec3 n_out11p0 = vec3(0.500000, 0.500000, 0.000000); - - -// FloatConstant:12 - float n_out12p0 = 1.000000; - - -// Input:4 - float n_out4p0 = TIME; - - - float n_out2p0; -// FractalPerlinNoise4D:2 - { - n_out2p0 = _perlinNoise4DFBM(vec3(n_out3p0, 0.0).xy, int(n_out5p0), n_out9p0.xy, n_out6p0, n_out7p0, n_out8p0, n_out10p0, n_out11p0.xy, n_out4p0, n_out12p0); - } - - -// Output:0 - COLOR.rgb = vec3(n_out2p0); - - -} -" -graph_offset = Vector2(-371.857, 241.222) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(460, 200) -nodes/fragment/2/node = SubResource("551") -nodes/fragment/2/position = Vector2(200, 200) -nodes/fragment/3/node = SubResource("552") -nodes/fragment/3/position = Vector2(-200, -20) -nodes/fragment/4/node = SubResource("553") -nodes/fragment/4/position = Vector2(-180, 580) -nodes/fragment/5/node = SubResource("554") -nodes/fragment/5/position = Vector2(-60, 60) -nodes/fragment/6/node = SubResource("555") -nodes/fragment/6/position = Vector2(-60, 200) -nodes/fragment/7/node = SubResource("556") -nodes/fragment/7/position = Vector2(-60, 260) -nodes/fragment/8/node = SubResource("557") -nodes/fragment/8/position = Vector2(-60, 320) -nodes/fragment/9/node = SubResource("558") -nodes/fragment/9/position = Vector2(-200, 120) -nodes/fragment/10/node = SubResource("548") -nodes/fragment/10/position = Vector2(-60, 380) -nodes/fragment/11/node = SubResource("549") -nodes/fragment/11/position = Vector2(-200, 440) -nodes/fragment/12/node = SubResource("550") -nodes/fragment/12/position = Vector2(-60, 520) -nodes/fragment/connections = PackedInt32Array(3, 0, 2, 0, 4, 0, 2, 9, 5, 0, 2, 1, 9, 0, 2, 2, 6, 0, 2, 3, 7, 0, 2, 4, 8, 0, 2, 5, 10, 0, 2, 6, 11, 0, 2, 7, 12, 0, 2, 8, 2, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="560"] -shader = SubResource("559") - -[sub_resource type="VisualShaderNodeFloatConstant" id="561"] -constant = 0.5 - -[sub_resource type="VisualShaderNodeFloatConstant" id="562"] -constant = 0.6 - -[sub_resource type="VisualShaderNodeFloatConstant" id="563"] -constant = 1.0 - -[sub_resource type="VisualShaderNodeCustom" id="564"] -default_input_values = [1, 6, 2, Vector3(2, 2, 0), 3, 2, 4, 0.8, 5, 0.5, 6, 0.6, 7, Vector3(0.5, 0.5, 0), 8, 0, 9, 0] -initialized = true -script = ExtResource("87") - -[sub_resource type="VisualShaderNodeInput" id="565"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeInput" id="566"] -input_name = "time" - -[sub_resource type="VisualShaderNodeFloatConstant" id="567"] -constant = 6.0 - -[sub_resource type="VisualShaderNodeVec3Constant" id="568"] -constant = Vector3(2, 2, 0) - -[sub_resource type="VisualShaderNodeFloatConstant" id="569"] -constant = 2.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="570"] -constant = 0.8 - -[sub_resource type="VisualShaderNodeVec3Constant" id="571"] -constant = Vector3(0.5, 0.5, 0) - -[sub_resource type="VisualShader" id="572"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// FractalSimplexNoise4D -#include \"res://addons/shaderV/rgba/noise/fractal/simplex4d_fractal.gdshaderinc\" - -void fragment() { -// Input:3 - vec2 n_out3p0 = UV; - - -// FloatConstant:5 - float n_out5p0 = 6.000000; - - -// Vector3Constant:6 - vec3 n_out6p0 = vec3(2.000000, 2.000000, 0.000000); - - -// FloatConstant:7 - float n_out7p0 = 2.000000; - - -// FloatConstant:8 - float n_out8p0 = 0.800000; - - -// FloatConstant:10 - float n_out10p0 = 0.500000; - - -// FloatConstant:11 - float n_out11p0 = 0.600000; - - -// Vector3Constant:9 - vec3 n_out9p0 = vec3(0.500000, 0.500000, 0.000000); - - -// FloatConstant:12 - float n_out12p0 = 1.000000; - - -// Input:4 - float n_out4p0 = TIME; - - - float n_out2p0; -// FractalSimplexNoise4D:2 - { - n_out2p0 = _simplexNoise4DFBM(vec3(n_out3p0, 0.0).xy, int(n_out5p0), n_out6p0.xy, n_out7p0, n_out8p0, n_out10p0, n_out11p0, n_out9p0.xy, n_out4p0, n_out12p0); - } - - -// Output:0 - COLOR.rgb = vec3(n_out2p0); - - -} -" -graph_offset = Vector2(-245.436, 47.5641) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(480, 200) -nodes/fragment/2/node = SubResource("564") -nodes/fragment/2/position = Vector2(200, 200) -nodes/fragment/3/node = SubResource("565") -nodes/fragment/3/position = Vector2(-180, 0) -nodes/fragment/4/node = SubResource("566") -nodes/fragment/4/position = Vector2(-160, 580) -nodes/fragment/5/node = SubResource("567") -nodes/fragment/5/position = Vector2(-40, 60) -nodes/fragment/6/node = SubResource("568") -nodes/fragment/6/position = Vector2(-180, 120) -nodes/fragment/7/node = SubResource("569") -nodes/fragment/7/position = Vector2(-40, 200) -nodes/fragment/8/node = SubResource("570") -nodes/fragment/8/position = Vector2(-40, 260) -nodes/fragment/9/node = SubResource("571") -nodes/fragment/9/position = Vector2(-200, 440) -nodes/fragment/10/node = SubResource("561") -nodes/fragment/10/position = Vector2(-40, 320) -nodes/fragment/11/node = SubResource("562") -nodes/fragment/11/position = Vector2(-40, 380) -nodes/fragment/12/node = SubResource("563") -nodes/fragment/12/position = Vector2(-40, 520) -nodes/fragment/connections = PackedInt32Array(3, 0, 2, 0, 4, 0, 2, 9, 7, 0, 2, 3, 5, 0, 2, 1, 6, 0, 2, 2, 8, 0, 2, 4, 10, 0, 2, 5, 11, 0, 2, 6, 9, 0, 2, 7, 12, 0, 2, 8, 2, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="573"] -shader = SubResource("572") - -[sub_resource type="VisualShaderNodeCustom" id="574"] -default_input_values = [2, Vector3(64, 64, 0), 3, 10, 4, false, 5, false, 6, false] -initialized = true -script = ExtResource("88") - -[sub_resource type="VisualShaderNodeInput" id="575"] -input_name = "texture" - -[sub_resource type="VisualShaderNodeInput" id="576"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeVec3Constant" id="577"] -constant = Vector3(68, 68, 0) - -[sub_resource type="VisualShaderNodeFloatConstant" id="578"] -constant = 10.0 - -[sub_resource type="VisualShaderNodeBooleanConstant" id="579"] - -[sub_resource type="VisualShaderNodeBooleanConstant" id="580"] - -[sub_resource type="VisualShaderNodeBooleanConstant" id="581"] - -[sub_resource type="VisualShader" id="582"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// NormalFromHeightmap -#include \"res://addons/shaderV/rgba/normalFromHeightmap.gdshaderinc\" - -void fragment() { -// Input:4 - vec2 n_out4p0 = UV; - - -// Vector3Constant:5 - vec3 n_out5p0 = vec3(68.000000, 68.000000, 0.000000); - - -// FloatConstant:6 - float n_out6p0 = 10.000000; - - -// BooleanConstant:7 - bool n_out7p0 = false; - - -// BooleanConstant:8 - bool n_out8p0 = false; - - -// BooleanConstant:9 - bool n_out9p0 = false; - - - vec3 n_out2p0; -// NormalFromHeightmap:2 - { - n_out2p0 = _normalFromHeightmapFunc(vec3(n_out4p0, 0.0).xy, TEXTURE, n_out5p0.xy, n_out6p0, n_out7p0, n_out8p0, n_out9p0); - } - - -// Output:0 - COLOR.rgb = n_out2p0; - - -} -" -graph_offset = Vector2(-300.192, -48.4031) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(420, 200) -nodes/fragment/2/node = SubResource("574") -nodes/fragment/2/position = Vector2(80, 200) -nodes/fragment/3/node = SubResource("575") -nodes/fragment/3/position = Vector2(-260, 40) -nodes/fragment/4/node = SubResource("576") -nodes/fragment/4/position = Vector2(-300, 120) -nodes/fragment/5/node = SubResource("577") -nodes/fragment/5/position = Vector2(-300, 180) -nodes/fragment/6/node = SubResource("578") -nodes/fragment/6/position = Vector2(-160, 260) -nodes/fragment/7/node = SubResource("579") -nodes/fragment/7/position = Vector2(-180, 320) -nodes/fragment/8/node = SubResource("580") -nodes/fragment/8/position = Vector2(-180, 380) -nodes/fragment/9/node = SubResource("581") -nodes/fragment/9/position = Vector2(-180, 440) -nodes/fragment/connections = PackedInt32Array(3, 0, 2, 0, 4, 0, 2, 1, 5, 0, 2, 2, 6, 0, 2, 3, 7, 0, 2, 4, 8, 0, 2, 5, 9, 0, 2, 6, 2, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="583"] -shader = SubResource("582") - -[sub_resource type="VisualShaderNodeCustom" id="584"] -output_port_for_preview = 0 -default_input_values = [0, Vector3(1, 1, 0)] -expanded_output_ports = [0] -initialized = true -script = ExtResource("89") - -[sub_resource type="VisualShaderNodeCustom" id="585"] -output_port_for_preview = 0 -default_input_values = [0, Vector3(1, 1, 1)] -expanded_output_ports = [0] -initialized = true -script = ExtResource("91") - -[sub_resource type="VisualShaderNodeCustom" id="586"] -output_port_for_preview = 0 -default_input_values = [0, Vector3(1, 1, 0)] -expanded_output_ports = [0] -initialized = true -script = ExtResource("92") - -[sub_resource type="VisualShaderNodeCustom" id="587"] -output_port_for_preview = 0 -default_input_values = [0, Vector3(1, 1, 1)] -expanded_output_ports = [0] -initialized = true -script = ExtResource("90") - -[sub_resource type="VisualShaderNodeInput" id="588"] -output_port_for_preview = 0 -expanded_output_ports = [0] -input_name = "uv" - -[sub_resource type="VisualShader" id="589"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// CartesianToSpherical -#include \"res://addons/shaderV/tools/transformCoordinates/cartesianToSpherical.gdshaderinc\" -// SphericalToCartesian -#include \"res://addons/shaderV/tools/transformCoordinates/sphericalToCartesian.gdshaderinc\" - -void fragment() { -// Input:6 - vec2 n_out6p0 = UV; - - - vec3 n_out3p0; -// CartesianToSpherical:3 - { - n_out3p0 = _cartesianToSphericalFunc(vec3(n_out6p0, 0.0)); - } - - - vec3 n_out5p0; -// SphericalToCartesian:5 - { - n_out5p0 = _sphericalToCartesianFunc(n_out3p0); - } - - -// Output:0 - COLOR.rgb = n_out5p0; - - -} -" -graph_offset = Vector2(-421.011, -248.045) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(680, -20) -nodes/fragment/2/node = SubResource("584") -nodes/fragment/2/position = Vector2(-20, -200) -nodes/fragment/3/node = SubResource("585") -nodes/fragment/3/position = Vector2(-120, 140) -nodes/fragment/4/node = SubResource("586") -nodes/fragment/4/position = Vector2(240, -200) -nodes/fragment/5/node = SubResource("587") -nodes/fragment/5/position = Vector2(260, 140) -nodes/fragment/6/node = SubResource("588") -nodes/fragment/6/position = Vector2(-540, -80) -nodes/fragment/connections = PackedInt32Array(3, 0, 5, 0, 2, 0, 4, 0, 5, 0, 0, 0, 6, 0, 2, 0, 6, 0, 3, 0) - -[sub_resource type="ShaderMaterial" id="590"] -shader = SubResource("589") - -[sub_resource type="VisualShaderNodeCustom" id="591"] -default_input_values = [1, Vector3(8, 8, 0), 2, Vector3(0.2, 0.2, 0), 3, Vector3(0.01, 0.01, 0), 4, Vector3(1, 1, 1), 5, 1.0, 6, Vector3(0, 0, 0), 7, 0.0] -initialized = true -script = ExtResource("93") - -[sub_resource type="VisualShaderNodeColorConstant" id="592"] -constant = Color(1, 0, 0, 1) - -[sub_resource type="VisualShaderNodeColorConstant" id="593"] -constant = Color(1, 1, 0, 0) - -[sub_resource type="VisualShaderNodeVec3Constant" id="594"] -constant = Vector3(0.05, 0.05, 0) - -[sub_resource type="VisualShaderNodeInput" id="595"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeVec3Constant" id="596"] -constant = Vector3(0.2, 0.2, 0) - -[sub_resource type="VisualShaderNodeVec3Constant" id="597"] -constant = Vector3(8, 8, 0) - -[sub_resource type="VisualShader" id="598"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// GridShape -#include \"res://addons/shaderV/rgba/generate_shapes/gridShape.gdshaderinc\" - -void fragment() { -// Input:6 - vec2 n_out6p0 = UV; - - -// Vector3Constant:8 - vec3 n_out8p0 = vec3(8.000000, 8.000000, 0.000000); - - -// Vector3Constant:7 - vec3 n_out7p0 = vec3(0.200000, 0.200000, 0.000000); - - -// Vector3Constant:5 - vec3 n_out5p0 = vec3(0.050000, 0.050000, 0.000000); - - -// ColorConstant:3 - vec4 n_out3p0 = vec4(1.000000, 0.000000, 0.000000, 1.000000); - - -// ColorConstant:4 - vec4 n_out4p0 = vec4(1.000000, 1.000000, 0.000000, 0.000000); - - - vec3 n_out2p0; - float n_out2p1; -// GridShape:2 - float n_in2p5 = 1.00000; - float n_in2p7 = 0.00000; - { - vec4 n_out2p0n_out2p1 = _gridFunc(vec3(n_out6p0, 0.0).xy, n_out7p0.xy, n_out5p0.xy, n_out8p0.xy, vec4(vec3(n_out3p0.xyz), n_in2p5), vec4(vec3(n_out4p0.xyz), n_in2p7)); - n_out2p0 = n_out2p0n_out2p1.rgb; - n_out2p1 = n_out2p0n_out2p1.a; - } - - -// Output:0 - COLOR.rgb = n_out2p0; - COLOR.a = n_out2p1; - - -} -" -graph_offset = Vector2(-178.57, 110.562) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(400, 200) -nodes/fragment/2/node = SubResource("591") -nodes/fragment/2/position = Vector2(100, 200) -nodes/fragment/3/node = SubResource("592") -nodes/fragment/3/position = Vector2(-160, 400) -nodes/fragment/4/node = SubResource("593") -nodes/fragment/4/position = Vector2(-160, 480) -nodes/fragment/5/node = SubResource("594") -nodes/fragment/5/position = Vector2(-320, 300) -nodes/fragment/6/node = SubResource("595") -nodes/fragment/6/position = Vector2(-320, 60) -nodes/fragment/7/node = SubResource("596") -nodes/fragment/7/position = Vector2(-320, 220) -nodes/fragment/8/node = SubResource("597") -nodes/fragment/8/position = Vector2(-320, 140) -nodes/fragment/connections = PackedInt32Array(3, 0, 2, 4, 4, 0, 2, 6, 5, 0, 2, 3, 6, 0, 2, 0, 7, 0, 2, 2, 8, 0, 2, 1, 2, 1, 0, 1, 2, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="599"] -shader = SubResource("598") - -[sub_resource type="VisualShaderNodeCustom" id="600"] -default_input_values = [2, -1.0, 3, 0.001, 4, false, 5, false] -initialized = true -script = ExtResource("94") - -[sub_resource type="VisualShaderNodeInput" id="601"] -input_name = "texture" - -[sub_resource type="VisualShaderNodeInput" id="602"] -input_name = "uv" - -[sub_resource type="VisualShaderNodeFloatConstant" id="603"] -constant = -1.0 - -[sub_resource type="VisualShaderNodeFloatConstant" id="604"] -constant = 0.005 - -[sub_resource type="VisualShaderNodeBooleanConstant" id="605"] - -[sub_resource type="VisualShaderNodeBooleanConstant" id="606"] - -[sub_resource type="VisualShaderNodeColorConstant" id="VisualShaderNodeColorConstant_vb5u8"] - -[sub_resource type="VisualShader" id="607"] -code = "shader_type canvas_item; -render_mode blend_mix; - - - -// SobelEdge -#include \"res://addons/shaderV/rgba/sobelEdge.gdshaderinc\" - -void fragment() { -// ColorConstant:9 - vec4 n_out9p0 = vec4(1.000000, 1.000000, 1.000000, 1.000000); - - -// Input:4 - vec2 n_out4p0 = UV; - - -// FloatConstant:5 - float n_out5p0 = -1.000000; - - -// FloatConstant:6 - float n_out6p0 = 0.005000; - - -// BooleanConstant:7 - bool n_out7p0 = false; - - -// BooleanConstant:8 - bool n_out8p0 = false; - - - float n_out2p0; -// SobelEdge:2 - { - n_out2p0 = _sobelEdgeFunc(TEXTURE, vec3(n_out4p0, 0.0).xy, n_out5p0, n_out6p0, n_out7p0, n_out8p0); - } - - -// Output:0 - COLOR.rgb = vec3(n_out9p0.xyz); - COLOR.a = n_out2p0; - - -} -" -graph_offset = Vector2(-31, 32) -mode = 1 -flags/light_only = false -nodes/fragment/0/position = Vector2(400, 200) -nodes/fragment/2/node = SubResource("600") -nodes/fragment/2/position = Vector2(100, 200) -nodes/fragment/3/node = SubResource("601") -nodes/fragment/3/position = Vector2(-220, 40) -nodes/fragment/4/node = SubResource("602") -nodes/fragment/4/position = Vector2(-260, 120) -nodes/fragment/5/node = SubResource("603") -nodes/fragment/5/position = Vector2(-120, 200) -nodes/fragment/6/node = SubResource("604") -nodes/fragment/6/position = Vector2(-120, 260) -nodes/fragment/7/node = SubResource("605") -nodes/fragment/7/position = Vector2(-100, 320) -nodes/fragment/8/node = SubResource("606") -nodes/fragment/8/position = Vector2(-100, 380) -nodes/fragment/9/node = SubResource("VisualShaderNodeColorConstant_vb5u8") -nodes/fragment/9/position = Vector2(220, 100) -nodes/fragment/connections = PackedInt32Array(3, 0, 2, 0, 4, 0, 2, 1, 5, 0, 2, 2, 6, 0, 2, 3, 7, 0, 2, 4, 8, 0, 2, 5, 2, 0, 0, 1, 9, 0, 0, 0) - -[sub_resource type="ShaderMaterial" id="608"] -shader = SubResource("607") - -[node name="root" type="Control"] -texture_filter = 1 -layout_mode = 3 -anchors_preset = 15 -anchor_right = 1.0 -anchor_bottom = 1.0 -grow_horizontal = 2 -grow_vertical = 2 - -[node name="container" type="GridContainer" parent="."] -texture_filter = 1 -layout_mode = 0 -offset_right = 1450.0 -offset_bottom = 1080.0 -columns = 11 - -[node name="distortionUV" type="VBoxContainer" parent="container"] -texture_filter = 1 -custom_minimum_size = Vector2(120, 95) -layout_mode = 2 -alignment = 1 - -[node name="title" type="Label" parent="container/distortionUV"] -texture_filter = 1 -custom_minimum_size = Vector2(70, 0) -layout_mode = 2 -text = "Distortion UV" -horizontal_alignment = 1 - -[node name="preview" type="TextureRect" parent="container/distortionUV"] -texture_filter = 1 -material = SubResource("8") -custom_minimum_size = Vector2(60, 60) -layout_mode = 2 -size_flags_horizontal = 4 -texture = ExtResource("1") -expand_mode = 1 -stretch_mode = 6 - -[node name="FlipUV" type="VBoxContainer" parent="container"] -texture_filter = 1 -custom_minimum_size = Vector2(120, 95) -layout_mode = 2 -alignment = 1 - -[node name="title" type="Label" parent="container/FlipUV"] -texture_filter = 1 -custom_minimum_size = Vector2(70, 0) -layout_mode = 2 -text = "Flip UV" -horizontal_alignment = 1 - -[node name="preview" type="TextureRect" parent="container/FlipUV"] -texture_filter = 1 -material = SubResource("15") -custom_minimum_size = Vector2(60, 60) -layout_mode = 2 -size_flags_horizontal = 4 -texture = ExtResource("1") -expand_mode = 1 -stretch_mode = 6 - -[node name="lensDistortion" type="VBoxContainer" parent="container"] -texture_filter = 1 -custom_minimum_size = Vector2(120, 95) -layout_mode = 2 -alignment = 1 - -[node name="title" type="Label" parent="container/lensDistortion"] -texture_filter = 1 -custom_minimum_size = Vector2(70, 0) -layout_mode = 2 -text = "Lens Distortion" -horizontal_alignment = 1 - -[node name="preview" type="TextureRect" parent="container/lensDistortion"] -texture_filter = 1 -material = SubResource("19") -custom_minimum_size = Vector2(60, 60) -layout_mode = 2 -size_flags_horizontal = 4 -texture = ExtResource("1") -expand_mode = 1 -stretch_mode = 6 - -[node name="pixelate" type="VBoxContainer" parent="container"] -texture_filter = 1 -custom_minimum_size = Vector2(120, 95) -layout_mode = 2 -alignment = 1 - -[node name="title" type="Label" parent="container/pixelate"] -texture_filter = 1 -custom_minimum_size = Vector2(70, 0) -layout_mode = 2 -text = "Pixelate UV" -horizontal_alignment = 1 - -[node name="preview" type="TextureRect" parent="container/pixelate"] -texture_filter = 1 -material = SubResource("24") -custom_minimum_size = Vector2(60, 60) -layout_mode = 2 -size_flags_horizontal = 4 -texture = ExtResource("1") -expand_mode = 1 -stretch_mode = 6 - -[node name="rotate" type="VBoxContainer" parent="container"] -texture_filter = 1 -custom_minimum_size = Vector2(120, 95) -layout_mode = 2 -alignment = 1 - -[node name="title" type="Label" parent="container/rotate"] -texture_filter = 1 -custom_minimum_size = Vector2(70, 0) -layout_mode = 2 -text = "Rotate UV" -horizontal_alignment = 1 - -[node name="preview" type="TextureRect" parent="container/rotate"] -texture_filter = 1 -material = SubResource("29") -custom_minimum_size = Vector2(60, 60) -layout_mode = 2 -size_flags_horizontal = 4 -texture = ExtResource("1") -expand_mode = 1 -stretch_mode = 6 - -[node name="scaleUV" type="VBoxContainer" parent="container"] -texture_filter = 1 -custom_minimum_size = Vector2(120, 95) -layout_mode = 2 -alignment = 1 - -[node name="title" type="Label" parent="container/scaleUV"] -texture_filter = 1 -custom_minimum_size = Vector2(70, 0) -layout_mode = 2 -text = "Scale UV" -horizontal_alignment = 1 - -[node name="preview" type="TextureRect" parent="container/scaleUV"] -texture_filter = 1 -material = SubResource("34") -custom_minimum_size = Vector2(60, 60) -layout_mode = 2 -size_flags_horizontal = 4 -texture = ExtResource("1") -expand_mode = 1 -stretch_mode = 6 - -[node name="sphericalUV" type="VBoxContainer" parent="container"] -texture_filter = 1 -custom_minimum_size = Vector2(120, 95) -layout_mode = 2 -alignment = 1 - -[node name="title" type="Label" parent="container/sphericalUV"] -texture_filter = 1 -custom_minimum_size = Vector2(70, 0) -layout_mode = 2 -text = "Spherical UV" -horizontal_alignment = 1 - -[node name="preview" type="TextureRect" parent="container/sphericalUV"] -texture_filter = 1 -material = SubResource("41") -custom_minimum_size = Vector2(60, 60) -layout_mode = 2 -size_flags_horizontal = 4 -texture = ExtResource("1") -expand_mode = 1 -stretch_mode = 6 - -[node name="tileUV" type="VBoxContainer" parent="container"] -texture_filter = 1 -custom_minimum_size = Vector2(120, 95) -layout_mode = 2 -alignment = 1 - -[node name="title" type="Label" parent="container/tileUV"] -texture_filter = 1 -custom_minimum_size = Vector2(70, 0) -layout_mode = 2 -text = "Tile UV" -horizontal_alignment = 1 - -[node name="preview" type="TextureRect" parent="container/tileUV"] -texture_filter = 1 -material = SubResource("47") -custom_minimum_size = Vector2(60, 60) -layout_mode = 2 -size_flags_horizontal = 4 -texture = ExtResource("1") -expand_mode = 1 -stretch_mode = 6 - -[node name="tilingNoffset" type="VBoxContainer" parent="container"] -texture_filter = 1 -custom_minimum_size = Vector2(120, 95) -layout_mode = 2 -alignment = 1 - -[node name="title" type="Label" parent="container/tilingNoffset"] -texture_filter = 1 -custom_minimum_size = Vector2(70, 0) -layout_mode = 2 -text = "Tiling & Offset UV" -horizontal_alignment = 1 - -[node name="preview" type="TextureRect" parent="container/tilingNoffset"] -texture_filter = 1 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-custom_minimum_size = Vector2(120, 95) -layout_mode = 2 -alignment = 1 - -[node name="title" type="Label" parent="container/coordsTransformation"] -texture_filter = 1 -custom_minimum_size = Vector2(70, 0) -layout_mode = 2 -text = "Cartesian Coords To -Polar/Spherical -and back to Cartesian" -horizontal_alignment = 1 - -[node name="preview" type="TextureRect" parent="container/coordsTransformation"] -texture_filter = 1 -material = SubResource("590") -custom_minimum_size = Vector2(60, 60) -layout_mode = 2 -size_flags_horizontal = 4 -texture = ExtResource("1") -expand_mode = 1 -stretch_mode = 6 - -[node name="gridShape" type="VBoxContainer" parent="container"] -texture_filter = 1 -custom_minimum_size = Vector2(120, 95) -layout_mode = 2 -alignment = 1 - -[node name="title" type="Label" parent="container/gridShape"] -texture_filter = 1 -custom_minimum_size = Vector2(70, 0) -layout_mode = 2 -text = "Grid Shape3D" -horizontal_alignment = 1 - -[node name="preview" type="TextureRect" parent="container/gridShape"] -texture_filter = 1 -material = SubResource("599") -custom_minimum_size = Vector2(60, 60) -layout_mode = 2 -size_flags_horizontal = 4 -texture = ExtResource("1") -expand_mode = 1 -stretch_mode = 6 - -[node name="sobelEdge" type="VBoxContainer" parent="container"] -texture_filter = 1 -custom_minimum_size = Vector2(120, 95) -layout_mode = 2 -alignment = 1 - -[node name="title" type="Label" parent="container/sobelEdge"] -texture_filter = 1 -custom_minimum_size = Vector2(70, 0) -layout_mode = 2 -text = "Sobel Edge" -horizontal_alignment = 1 - -[node name="preview" type="TextureRect" parent="container/sobelEdge"] -texture_filter = 1 -material = SubResource("608") -custom_minimum_size = Vector2(60, 60) -layout_mode = 2 -size_flags_horizontal = 4 -texture = ExtResource("1") -expand_mode = 1 -stretch_mode = 6 diff --git a/shaderV/examples/godot_logo.png b/shaderV/examples/godot_logo.png deleted file mode 100644 index 612cb18..0000000 Binary files a/shaderV/examples/godot_logo.png and /dev/null differ diff --git a/shaderV/examples/godot_logo.png.import b/shaderV/examples/godot_logo.png.import deleted file mode 100644 index 84aeda4..0000000 --- a/shaderV/examples/godot_logo.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://ds4rnuhypjs8a" -path="res://.godot/imported/godot_logo.png-95fcfc2ed87eba1a7ef31ebf6a46348f.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://shaderV/examples/godot_logo.png" -dest_files=["res://.godot/imported/godot_logo.png-95fcfc2ed87eba1a7ef31ebf6a46348f.ctex"] - -[params] - -compress/mode=0 -compress/high_quality=false -compress/lossy_quality=0.7 -compress/hdr_compression=1 -compress/normal_map=0 -compress/channel_pack=0 -mipmaps/generate=true -mipmaps/limit=-1 -roughness/mode=0 -roughness/src_normal="" -process/fix_alpha_border=true -process/premult_alpha=false -process/normal_map_invert_y=false -process/hdr_as_srgb=false -process/hdr_clamp_exposure=false -process/size_limit=0 -detect_3d/compress_to=0 diff --git a/shaderV/rgba/BCSAdjustment.gd b/shaderV/rgba/BCSAdjustment.gd deleted file mode 100644 index 62f052d..0000000 --- a/shaderV/rgba/BCSAdjustment.gd +++ /dev/null @@ -1,65 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAadjustmentBCS - -func _init(): - set_input_port_default_value(1, 1.0) - set_input_port_default_value(2, 1.0) - set_input_port_default_value(3, 1.0) - -func _get_name() -> String: - return "BCSAdjustment" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return "Full analog of BCS adjustment of environment in Godot" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 4 - -func _get_input_port_name(port: int): - match port: - 0: - return "color" - 1: - return "brightness" - 2: - return "contrast" - 3: - return "saturation" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "col" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/BCSAdjustment.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - return "%s = _applyBCS(%s, vec3(%s, %s, %s));" % [ -output_vars[0], input_vars[0], input_vars[1], input_vars[2], input_vars[3]] diff --git a/shaderV/rgba/BCSAdjustment.gdshaderinc b/shaderV/rgba/BCSAdjustment.gdshaderinc deleted file mode 100644 index af283a8..0000000 --- a/shaderV/rgba/BCSAdjustment.gdshaderinc +++ /dev/null @@ -1,6 +0,0 @@ -vec3 _applyBCS(vec3 _input_rgb_color, vec3 _brighntess_contrast_saturation_vec) { - _input_rgb_color = mix(vec3(0.0), _input_rgb_color, _brighntess_contrast_saturation_vec.x); - _input_rgb_color = mix(vec3(0.5), _input_rgb_color, _brighntess_contrast_saturation_vec.y); - _input_rgb_color = mix(vec3(dot(vec3(1.0), _input_rgb_color) * 0.33333), _input_rgb_color, _brighntess_contrast_saturation_vec.z); - return _input_rgb_color; -} \ No newline at end of file diff --git a/shaderV/rgba/blackNwhite.gd b/shaderV/rgba/blackNwhite.gd deleted file mode 100644 index 1be16e5..0000000 --- a/shaderV/rgba/blackNwhite.gd +++ /dev/null @@ -1,54 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAblackNwhite - -func _init(): - set_input_port_default_value(1, 0.5) - -func _get_name() -> String: - return "BlackAndWhite" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return "Turns color to black and white" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 2 - -func _get_input_port_name(port: int): - match port: - 0: - return "color" - 1: - return "threshold" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "col" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/blackNwhite.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - return "%s = blackNwhite(%s, %s);" % [output_vars[0], input_vars[0], input_vars[1]] diff --git a/shaderV/rgba/blackNwhite.gdshaderinc b/shaderV/rgba/blackNwhite.gdshaderinc deleted file mode 100644 index 3c5cd1b..0000000 --- a/shaderV/rgba/blackNwhite.gdshaderinc +++ /dev/null @@ -1,3 +0,0 @@ -vec3 blackNwhite(vec3 _input_rgb_color, float _threshold_color){ - return vec3( ( (0.21 * _input_rgb_color.r + 0.71 * _input_rgb_color.g + 0.07 * _input_rgb_color.b) < _threshold_color) ? 0.0 : 1.0); -} \ No newline at end of file diff --git a/shaderV/rgba/blendAwithB.gd b/shaderV/rgba/blendAwithB.gd deleted file mode 100644 index 9fd13d3..0000000 --- a/shaderV/rgba/blendAwithB.gd +++ /dev/null @@ -1,81 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAblend - -func _init(): - set_input_port_default_value(1, 1.0) - set_input_port_default_value(3, 1.0) - set_input_port_default_value(4, 1.0) - -func _get_name() -> String: - return "BlendAwithB" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return "Blends colors basing on fade" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 5 - -func _get_input_port_name(port: int): - match port: - 0: - return "colorDown" - 1: - return "alphaDown" - 2: - return "colorUp" - 3: - return "alphaUp" - 4: - return "fade" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/blendAwithB.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - return """vec4 %s%s = _blendAwithBFunc(vec4(%s, %s), vec4(%s, %s), %s); -%s = %s%s.rgb; -%s = %s%s.a;""" % [ -output_vars[0], output_vars[1], input_vars[0], input_vars[1], input_vars[2], input_vars[3], input_vars[4], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/blendAwithB.gdshaderinc b/shaderV/rgba/blendAwithB.gdshaderinc deleted file mode 100644 index 23aa631..0000000 --- a/shaderV/rgba/blendAwithB.gdshaderinc +++ /dev/null @@ -1,3 +0,0 @@ -vec4 _blendAwithBFunc(vec4 _color_blendA_rgba, vec4 _color_blendB_rgba, float _fade_blend_color){ - return mix(_color_blendA_rgba, _color_blendB_rgba, _color_blendB_rgba.a * _fade_blend_color); -} \ No newline at end of file diff --git a/shaderV/rgba/bloom.gd b/shaderV/rgba/bloom.gd deleted file mode 100644 index de7a19a..0000000 --- a/shaderV/rgba/bloom.gd +++ /dev/null @@ -1,71 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAbloom - -func _init(): - set_input_port_default_value(2, 1.0) - -func _get_name() -> String: - return "Bloom" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -#func _get_description() -> String: -# return "" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 3 - -func _get_input_port_name(port: int): - match port: - 0: - return "color" - 1: - return "alpha" - 2: - return "strength" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/bloom.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - return """vec4 %s%s = _bloomFunc(vec4(%s, %s), %s); -%s = %s%s.rgb; -%s = %s%s.a;""" % [ -output_vars[0], output_vars[1], input_vars[0], input_vars[1], input_vars[2], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/bloom.gdshaderinc b/shaderV/rgba/bloom.gdshaderinc deleted file mode 100644 index 4bb790a..0000000 --- a/shaderV/rgba/bloom.gdshaderinc +++ /dev/null @@ -1,5 +0,0 @@ -vec4 _bloomFunc(vec4 _col_bloom, float _strength_bloom){ - float _gamma_bloom = 1.0 - pow(_col_bloom.r, _strength_bloom); - _col_bloom.rgb += (_col_bloom.rgb * _col_bloom.a) * _strength_bloom; - return _col_bloom; -} \ No newline at end of file diff --git a/shaderV/rgba/blur/blur9sample.gd b/shaderV/rgba/blur/blur9sample.gd deleted file mode 100644 index eba7883..0000000 --- a/shaderV/rgba/blur/blur9sample.gd +++ /dev/null @@ -1,85 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAblur9sample - -func _init(): - set_input_port_default_value(2, -1.0) - set_input_port_default_value(3, 0.5) - -func _get_name() -> String: - return "BlurBasic" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory(): - return "Blur" - -func _get_description() -> String: - return """Basic 8-directional blur with 9 samples -Note: negative lod => detect lod automatically""" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 4 - -func _get_input_port_name(port: int): - match port: - 0: - return "sampler2D" - 1: - return "uv" - 2: - return "lod" - 3: - return "radius" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SAMPLER - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/blur9sample.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var texture = "TEXTURE" - var uv = "UV" - - if input_vars[0]: - texture = input_vars[0] - if input_vars[1]: - uv = input_vars[1] - - return """vec4 %s%s = _blur9sampleFunc(%s, %s.xy, %s, %s); -%s = %s%s.rgb; -%s = %s%s.a;""" % [ -output_vars[0], output_vars[1], texture, uv, input_vars[2], input_vars[3], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/blur/blur9sample.gdshaderinc b/shaderV/rgba/blur/blur9sample.gdshaderinc deleted file mode 100644 index 4a18d1f..0000000 --- a/shaderV/rgba/blur/blur9sample.gdshaderinc +++ /dev/null @@ -1,26 +0,0 @@ -vec4 _blur9sampleFunc(sampler2D _blur9sample_sample, vec2 _blur9sample_uv, float _blur9sample_lod, float _blur9sample_radius){ - vec4 _c01r_b1ur = vec4(0.0); - if (_blur9sample_lod < 0.0){ - _c01r_b1ur = texture(_blur9sample_sample, _blur9sample_uv); - _c01r_b1ur += texture(_blur9sample_sample, _blur9sample_uv + vec2(0, - _blur9sample_radius) * 0.01); - _c01r_b1ur += texture(_blur9sample_sample, _blur9sample_uv + vec2(0, _blur9sample_radius) * 0.01); - _c01r_b1ur += texture(_blur9sample_sample, _blur9sample_uv + vec2(- _blur9sample_radius, 0) * 0.01); - _c01r_b1ur += texture(_blur9sample_sample, _blur9sample_uv + vec2(_blur9sample_radius, 0) * 0.01); - _c01r_b1ur += texture(_blur9sample_sample, _blur9sample_uv + vec2(- _blur9sample_radius, - _blur9sample_radius) * 0.01); - _c01r_b1ur += texture(_blur9sample_sample, _blur9sample_uv + vec2(- _blur9sample_radius, _blur9sample_radius) * 0.01); - _c01r_b1ur += texture(_blur9sample_sample, _blur9sample_uv + vec2(_blur9sample_radius, _blur9sample_radius) * 0.01); - _c01r_b1ur += texture(_blur9sample_sample, _blur9sample_uv + vec2(_blur9sample_radius, -_blur9sample_radius) * 0.01); - }else{ - _c01r_b1ur = textureLod(_blur9sample_sample, _blur9sample_uv, _blur9sample_lod); - _c01r_b1ur += textureLod(_blur9sample_sample, _blur9sample_uv + vec2(0, - _blur9sample_radius) * 0.01, _blur9sample_lod); - _c01r_b1ur += textureLod(_blur9sample_sample, _blur9sample_uv + vec2(0, _blur9sample_radius) * 0.01, _blur9sample_lod); - _c01r_b1ur += textureLod(_blur9sample_sample, _blur9sample_uv + vec2(- _blur9sample_radius, 0) * 0.01, _blur9sample_lod); - _c01r_b1ur += textureLod(_blur9sample_sample, _blur9sample_uv + vec2(_blur9sample_radius, 0) * 0.01, _blur9sample_lod); - _c01r_b1ur += textureLod(_blur9sample_sample, _blur9sample_uv + vec2(- _blur9sample_radius, - _blur9sample_radius) * 0.01, _blur9sample_lod); - _c01r_b1ur += textureLod(_blur9sample_sample, _blur9sample_uv + vec2(- _blur9sample_radius, _blur9sample_radius) * 0.01, _blur9sample_lod); - _c01r_b1ur += textureLod(_blur9sample_sample, _blur9sample_uv + vec2(_blur9sample_radius, _blur9sample_radius) * 0.01, _blur9sample_lod); - _c01r_b1ur += textureLod(_blur9sample_sample, _blur9sample_uv + vec2(_blur9sample_radius, -_blur9sample_radius) * 0.01, _blur9sample_lod); - } - _c01r_b1ur /= 9.0; - return _c01r_b1ur; -} \ No newline at end of file diff --git a/shaderV/rgba/blur/blurCustom.gd b/shaderV/rgba/blur/blurCustom.gd deleted file mode 100644 index 113bcea..0000000 --- a/shaderV/rgba/blur/blurCustom.gd +++ /dev/null @@ -1,90 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAblurCustom - -func _init(): - set_input_port_default_value(2, -1.0) - set_input_port_default_value(3, 5) - set_input_port_default_value(4, 0.001) - -func _get_name() -> String: - return "BlurCustom" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory(): - return "Blur" - -func _get_description() -> String: - return """Custom 8-directional blur with ([amount]*2+1)^2 samples -Note: negative lod => detect lod automatically""" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 5 - -func _get_input_port_name(port: int): - match port: - 0: - return "sampler2D" - 1: - return "uv" - 2: - return "lod" - 3: - return "amount" - 4: - return "offset" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SAMPLER - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/blurCustom.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var texture = "TEXTURE" - var uv = "UV" - - if input_vars[0]: - texture = input_vars[0] - if input_vars[1]: - uv = input_vars[1] - - return """vec4 %s%s = _blurWithAmountFunc(%s, %s.xy, %s, int(%s), %s); -%s = %s%s.rgb; -%s = %s%s.a;""" % [ -output_vars[0], output_vars[1], texture, uv, input_vars[2], input_vars[3], input_vars[4], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/blur/blurCustom.gdshaderinc b/shaderV/rgba/blur/blurCustom.gdshaderinc deleted file mode 100644 index 26de2a0..0000000 --- a/shaderV/rgba/blur/blurCustom.gdshaderinc +++ /dev/null @@ -1,17 +0,0 @@ -vec4 _blurWithAmountFunc(sampler2D _tex_blur_cst, vec2 _uv_blur_cst, float _l0d_blur_cst, int _amnt_blur_cst, float _0ffst_blur_cst) { - vec4 _c0l_blur_cst = vec4(0, 0, 0, 0); - - for(int x = -_amnt_blur_cst; x <= _amnt_blur_cst; x++) { - for(int y = -_amnt_blur_cst; y <= _amnt_blur_cst; y++) { - vec2 _c00rd_blur_cst = _uv_blur_cst + vec2(float(x), float(y)) * _0ffst_blur_cst; - if (_l0d_blur_cst < 0.0){ - _c0l_blur_cst += texture(_tex_blur_cst, _c00rd_blur_cst); - }else{ - _c0l_blur_cst += textureLod(_tex_blur_cst, _c00rd_blur_cst, _l0d_blur_cst); - } - } - } - int _nmb_ne1ghb0urs_blur_cst = (_amnt_blur_cst * 2 + 1) * (_amnt_blur_cst * 2 + 1); - _c0l_blur_cst /= float(_nmb_ne1ghb0urs_blur_cst); - return _c0l_blur_cst; -} \ No newline at end of file diff --git a/shaderV/rgba/blur/zoomBlur.gd b/shaderV/rgba/blur/zoomBlur.gd deleted file mode 100644 index e89f872..0000000 --- a/shaderV/rgba/blur/zoomBlur.gd +++ /dev/null @@ -1,95 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAzoomBlur - -func _init(): - set_input_port_default_value(2, -1.0) - set_input_port_default_value(3, Vector3(0.5, 0.5, 0.0)) - set_input_port_default_value(4, 20) - set_input_port_default_value(5, 0.005) - -func _get_name() -> String: - return "ZoomBlur" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory(): - return "Blur" - -func _get_description() -> String: - return """Zoom blur using [amount] samples -Note: negative lod => detect lod automatically""" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 6 - -func _get_input_port_name(port: int): - match port: - 0: - return "sampler2D" - 1: - return "uv" - 2: - return "lod" - 3: - return "pivot" - 4: - return "amount" - 5: - return "length" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SAMPLER - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/zoomBlur.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var texture = "TEXTURE" - var uv = "UV" - - if input_vars[0]: - texture = input_vars[0] - if input_vars[1]: - uv = input_vars[1] - - return """vec4 %s%s = _zoomBlurFunc(%s, %s.xy, int(%s), %s.xy, %s, %s); -%s = %s%s.rgb; -%s = %s%s.a;""" % [ - output_vars[0], output_vars[1], texture, uv, input_vars[4], input_vars[3], input_vars[5], input_vars[2], - output_vars[0], output_vars[0], output_vars[1], - output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/blur/zoomBlur.gdshaderinc b/shaderV/rgba/blur/zoomBlur.gdshaderinc deleted file mode 100644 index c24abec..0000000 --- a/shaderV/rgba/blur/zoomBlur.gdshaderinc +++ /dev/null @@ -1,20 +0,0 @@ -vec4 _zoomBlurFunc(sampler2D _tex_zoom_blur, vec2 _uv_zoom_blur, int _amount_zoom_blur, vec2 _center_zoom, float _lgt_zoom_blur, float _lod_zoom_blur){ - vec4 _col_zoom_blur; - if (_lod_zoom_blur < 0.0){ - _col_zoom_blur = texture(_tex_zoom_blur, _uv_zoom_blur); - for (int i = 1; i <= _amount_zoom_blur; i++){ - float _temp_d_zoom_blur = _lgt_zoom_blur * float(i); - vec2 px = _uv_zoom_blur * (1.0 - _temp_d_zoom_blur) + _center_zoom * _temp_d_zoom_blur; - _col_zoom_blur += texture(_tex_zoom_blur, px); - } - }else{ - _col_zoom_blur = textureLod(_tex_zoom_blur, _uv_zoom_blur, _lod_zoom_blur); - for (int i = 1; i <= _amount_zoom_blur; i++){ - float _temp_d_zoom_blur = _lgt_zoom_blur * float(i); - vec2 px = _uv_zoom_blur * (1.0 - _temp_d_zoom_blur) + _center_zoom * _temp_d_zoom_blur; - _col_zoom_blur += textureLod(_tex_zoom_blur, px, _lod_zoom_blur); - } - } - _col_zoom_blur = _col_zoom_blur / float(_amount_zoom_blur + 1); - return _col_zoom_blur; -} \ No newline at end of file diff --git a/shaderV/rgba/chromaticAberration.gd b/shaderV/rgba/chromaticAberration.gd deleted file mode 100644 index 35348bc..0000000 --- a/shaderV/rgba/chromaticAberration.gd +++ /dev/null @@ -1,90 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAchromaticAberration - -func _init(): - set_input_port_default_value(2, -1.0) - set_input_port_default_value(3, 0.05) - set_input_port_default_value(4, 0.0) - -func _get_name() -> String: - return "ChromaticAberration" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return """Basic Chromatic Aberration with red and blue channels offset -Note: negative lod => detect lod automatically""" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 5 - -func _get_input_port_name(port: int): - match port: - 0: - return "sampler2D" - 1: - return "uv" - 2: - return "lod" - 3: - return "amountX" - 4: - return "amountY" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SAMPLER - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/chromaticAberration.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var texture = "TEXTURE" - var uv = "UV" - - if input_vars[0]: - texture = input_vars[0] - if input_vars[1]: - uv = input_vars[1] - - return """vec4 %s%s = _chromaticAberrationFunc(%s, %s.xy, vec3(%s, %s, %s)); -%s = %s%s.rgb; -%s = %s%s.a;""" % [ -output_vars[0], output_vars[1], texture, uv, input_vars[3], input_vars[4], input_vars[2], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/chromaticAberration.gdshaderinc b/shaderV/rgba/chromaticAberration.gdshaderinc deleted file mode 100644 index c6d66fc..0000000 --- a/shaderV/rgba/chromaticAberration.gdshaderinc +++ /dev/null @@ -1,17 +0,0 @@ -vec4 _chromaticAberrationFunc(sampler2D _texture_chr_aberration, vec2 _uv_chr_aberration, vec3 _values_chr_aberration){ - vec4 _col_chr_aberration = vec4(0.0); - if (_values_chr_aberration.z < 0.0){ - _col_chr_aberration.r = texture(_texture_chr_aberration, _uv_chr_aberration + _values_chr_aberration.xy).r; - _col_chr_aberration.g = texture(_texture_chr_aberration, _uv_chr_aberration).g; - _col_chr_aberration.b = texture(_texture_chr_aberration, _uv_chr_aberration - _values_chr_aberration.xy).b; - _col_chr_aberration.a = texture(_texture_chr_aberration, _uv_chr_aberration).a; - }else{ - _col_chr_aberration.r = textureLod(_texture_chr_aberration, _uv_chr_aberration + - _values_chr_aberration.xy, _values_chr_aberration.z).r; - _col_chr_aberration.g = textureLod(_texture_chr_aberration, _uv_chr_aberration, _values_chr_aberration.z).g; - _col_chr_aberration.b = textureLod(_texture_chr_aberration, _uv_chr_aberration - - _values_chr_aberration.xy, _values_chr_aberration.z).b; - _col_chr_aberration.a = textureLod(_texture_chr_aberration, _uv_chr_aberration, _values_chr_aberration.z).a; - } - return _col_chr_aberration; -} \ No newline at end of file diff --git a/shaderV/rgba/clamp.gd b/shaderV/rgba/clamp.gd deleted file mode 100644 index a824237..0000000 --- a/shaderV/rgba/clamp.gd +++ /dev/null @@ -1,57 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeUVclampAlpha - -func _get_name() -> String: - return "ClampAlphaBorder" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return "Clamp alpha to border vec4(0, 0, 1, 1)" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 2 - -func _get_input_port_name(port: int): - match port: - 0: - return "alpha" - 1: - return "uv" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SCALAR - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "alpha" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/clamp.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var texture = "TEXTURE" - var uv = "UV" - - if input_vars[1]: - uv = input_vars[1] - - return output_vars[0] + " = _clampAlphaBorderFunc(%s, (%s).xy);" % [input_vars[0], uv] diff --git a/shaderV/rgba/clamp.gdshaderinc b/shaderV/rgba/clamp.gdshaderinc deleted file mode 100644 index fb42db8..0000000 --- a/shaderV/rgba/clamp.gdshaderinc +++ /dev/null @@ -1,7 +0,0 @@ -float _clampAlphaBorderFunc(float _color_alpha_clamp, vec2 _uv_clamp){ - _color_alpha_clamp = mix(0.0, _color_alpha_clamp, max(sign(_uv_clamp.x), 0.0)); - _color_alpha_clamp = mix(0.0, _color_alpha_clamp, max(sign(1.0 - _uv_clamp.x), 0.0)); - _color_alpha_clamp = mix(0.0, _color_alpha_clamp, max(sign(_uv_clamp.y), 0.0)); - _color_alpha_clamp = mix(0.0, _color_alpha_clamp, max(sign(1.0 - _uv_clamp.y), 0.0)); - return _color_alpha_clamp; -} \ No newline at end of file diff --git a/shaderV/rgba/colorCorrectionAdjustment.gd b/shaderV/rgba/colorCorrectionAdjustment.gd deleted file mode 100644 index 18df0da..0000000 --- a/shaderV/rgba/colorCorrectionAdjustment.gd +++ /dev/null @@ -1,52 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAcolorCorrectionAdjustment - -func _get_name() -> String: - return "ColorCorrectionAdjustment" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return "Full analog of color correction adjustment of environment in Godot" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 2 - -func _get_input_port_name(port: int): - match port: - 0: - return "color" - 1: - return "corrector" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SAMPLER - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "col" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/colorCorrectionAdjustment.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - return "%s = _applyColorCorrectionFunc(%s, %s);" % [ - output_vars[0], input_vars[0], input_vars[1]] diff --git a/shaderV/rgba/colorCorrectionAdjustment.gdshaderinc b/shaderV/rgba/colorCorrectionAdjustment.gdshaderinc deleted file mode 100644 index 4039330..0000000 --- a/shaderV/rgba/colorCorrectionAdjustment.gdshaderinc +++ /dev/null @@ -1,6 +0,0 @@ -vec3 _applyColorCorrectionFunc(vec3 _col_corr, sampler2D _tex_corr) { - _col_corr.r = texture(_tex_corr, vec2(_col_corr.r, 0.0)).r; - _col_corr.g = texture(_tex_corr, vec2(_col_corr.g, 0.0)).g; - _col_corr.b = texture(_tex_corr, vec2(_col_corr.b, 0.0)).b; - return _col_corr; -} \ No newline at end of file diff --git a/shaderV/rgba/emboss.gd b/shaderV/rgba/emboss.gd deleted file mode 100644 index 0013690..0000000 --- a/shaderV/rgba/emboss.gd +++ /dev/null @@ -1,90 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAemboss - -func _init(): - set_input_port_default_value(2, -1.0) - set_input_port_default_value(3, 0.005) - set_input_port_default_value(4, 1.0) - -func _get_name() -> String: - return "Emboss" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return """Emboss filter. -Note: negative lod => detect lod automatically""" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 5 - -func _get_input_port_name(port: int): - match port: - 0: - return "sampler2D" - 1: - return "uv" - 2: - return "lod" - 3: - return "offset" - 4: - return "contrast" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SAMPLER - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/emboss.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var texture = "TEXTURE" - var uv = "UV" - - if input_vars[0]: - texture = input_vars[0] - if input_vars[1]: - uv = input_vars[1] - - return """vec4 %s%s = _embossFunc(%s, %s.xy, %s, vec2(%s), %s); -%s = %s%s.rgb; -%s = %s%s.a;""" % [ -output_vars[0], output_vars[1], texture, uv, input_vars[2], input_vars[3], input_vars[4], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/emboss.gdshaderinc b/shaderV/rgba/emboss.gdshaderinc deleted file mode 100644 index d0bcfb8..0000000 --- a/shaderV/rgba/emboss.gdshaderinc +++ /dev/null @@ -1,12 +0,0 @@ -vec4 _embossFunc(sampler2D _tex_emboss, vec2 _uv_emboss, float _lod_emboss, vec2 _ofst_emboss, float _ctst_emboss){ - vec4 col_emboss = vec4(0.5, 0.5, 0.5, 0.5); - if (_lod_emboss < 0.0){ - col_emboss -= texture(_tex_emboss, _uv_emboss - _ofst_emboss) * _ctst_emboss; - col_emboss += texture(_tex_emboss, _uv_emboss + _ofst_emboss) * _ctst_emboss; - }else{ - col_emboss -= textureLod(_tex_emboss, _uv_emboss - _ofst_emboss, _lod_emboss) * _ctst_emboss; - col_emboss += textureLod(_tex_emboss, _uv_emboss + _ofst_emboss, _lod_emboss) * _ctst_emboss; - } - col_emboss.rgb = vec3(0.21 * col_emboss.r + 0.71 * col_emboss.g + 0.07 * col_emboss.b); - return col_emboss; -} \ No newline at end of file diff --git a/shaderV/rgba/fireFX.gd b/shaderV/rgba/fireFX.gd deleted file mode 100644 index 5cc540b..0000000 --- a/shaderV/rgba/fireFX.gd +++ /dev/null @@ -1,128 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAfireFX - -func _init(): - set_input_port_default_value(1, Vector3(0, 1, 0)) - set_input_port_default_value(2, 0.3) - set_input_port_default_value(3, Vector3(1, 1, 0)) - set_input_port_default_value(4, 1.0) - set_input_port_default_value(5, Vector3(1, 0.5, 0)) - set_input_port_default_value(6, 1.0) - set_input_port_default_value(7, Vector3(1, 0, 0)) - set_input_port_default_value(8, 1.0) - set_input_port_default_value(9, 0.0) - set_input_port_default_value(10, 0.4) - set_input_port_default_value(11, 0.2) - set_input_port_default_value(12, 0.0) - -func _get_name() -> String: - return "FireFX" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return """3-step fire based on perling noise""" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 13 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "direction" - 2: - return "speed" - 3: - return "color1" - 4: - return "alpha1" - 5: - return "color2" - 6: - return "alpha2" - 7: - return "color3" - 8: - return "alpha3" - 9: - return "col1pos" - 10: - return "col2pos" - 11: - return "col3pos" - 12: - return "time" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - 7: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 8: - return VisualShaderNode.PORT_TYPE_SCALAR - 9: - return VisualShaderNode.PORT_TYPE_SCALAR - 10: - return VisualShaderNode.PORT_TYPE_SCALAR - 11: - return VisualShaderNode.PORT_TYPE_SCALAR - 12: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/fireFX.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return """vec4 %s%s = _fireFXFunc(%s.xy, %s.xy, %s, %s, vec4(%s, %s), vec4(%s, %s), vec4(%s, %s), %s, %s, %s); -%s = %s%s.rgb; -%s = %s%s.a;""" % [ -output_vars[0], output_vars[1], uv, input_vars[1], input_vars[2], input_vars[12], input_vars[3], input_vars[4], - input_vars[5], input_vars[6], input_vars[7], input_vars[8], input_vars[9], input_vars[10], input_vars[11], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/fireFX.gdshaderinc b/shaderV/rgba/fireFX.gdshaderinc deleted file mode 100644 index 93e1ddf..0000000 --- a/shaderV/rgba/fireFX.gdshaderinc +++ /dev/null @@ -1,97 +0,0 @@ -float _cnoiseFireFXTempFunc(vec3 P) { - vec3 Pi0 = floor(P); - vec3 Pi1 = Pi0 + vec3(1.0); - Pi0 = Pi0 - floor(Pi0 * (1.0 / 289.0)) * 289.0; - Pi1 = Pi1 - floor(Pi1 * (1.0 / 289.0)) * 289.0; - vec3 Pf0 = fract(P); - vec3 Pf1 = Pf0 - vec3(1.0); - vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); - vec4 iy = vec4(Pi0.yy, Pi1.yy); - vec4 iz0 = vec4(Pi0.z); - vec4 iz1 = vec4(Pi1.z); - - ix = ((ix*34.0)+1.0)*ix - floor(((ix*34.0)+1.0)*ix * (1.0 / 289.0)) * 289.0; - vec4 ixy = (((ix + iy)*34.0)+1.0)*(ix + iy) - floor((((ix + iy)*34.0)+1.0)*(ix + iy) * (1.0 / 289.0)) * 289.0; - vec4 ixy0 = (((ixy + iz0) * 34.0)+1.0)* (ixy + iz0) - floor((( (ixy + iz0) *34.0)+1.0)* (ixy + iz0) * (1.0 / 289.0)) * 289.0; - vec4 ixy1 = (((ixy + iz1)*34.0)+1.0)*(ixy + iz1) - floor((((ixy + iz1)*34.0)+1.0)*(ixy + iz1) * (1.0 / 289.0)) * 289.0; - - vec4 gx0 = ixy0 * (1.0 / 7.0); - vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; - gx0 = fract(gx0); - vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); - vec4 sz0 = step(gz0, vec4(0.0)); - gx0 -= sz0 * (step(0.0, gx0) - 0.5); - gy0 -= sz0 * (step(0.0, gy0) - 0.5); - - vec4 gx1 = ixy1 * (1.0 / 7.0); - vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; - gx1 = fract(gx1); - vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); - vec4 sz1 = step(gz1, vec4(0.0)); - gx1 -= sz1 * (step(0.0, gx1) - 0.5); - gy1 -= sz1 * (step(0.0, gy1) - 0.5); - - vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); - vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); - vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); - vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); - vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); - vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); - vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); - vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); - - vec4 norm0 = 1.79284291400159 - 0.85373472095314 * vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)); - g000 *= norm0.x; - g010 *= norm0.y; - g100 *= norm0.z; - g110 *= norm0.w; - vec4 norm1 = 1.79284291400159 - 0.85373472095314 * vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)); - g001 *= norm1.x; - g011 *= norm1.y; - g101 *= norm1.z; - g111 *= norm1.w; - - float n000 = dot(g000, Pf0); - float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); - float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); - float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); - float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); - float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); - float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); - float n111 = dot(g111, Pf1); - - vec3 fade_xyz = Pf0 * Pf0 * Pf0 * (Pf0 * (Pf0 * 6.0 - 15.0) + 10.0); - vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); - vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); - float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); - return 2.2 * n_xyz; -} -float _perlingFbmFireFXTempFunc(vec2 _pos, float _octaves, float _intencity, float persistence, float _scale, float _time) { - float final = 0.0; - float amplitude = _intencity; - for(float i = 0.0; i < _octaves; i++){ - final += _cnoiseFireFXTempFunc(vec3(_pos * _scale, _time)) * amplitude; - _scale *= 2.0; - amplitude *= persistence; - } - return (min(final, 1.0) + 1.0) * 0.5; -} -vec4 _fireFXFunc(vec2 _uv_fire, vec2 _dir_fire, float _speed_fire, float _time_fire, - vec4 _col1_fire, vec4 _col2_fire, vec4 _col3_fire, - float _col1_pos, float _col2_pos, float _col3_pos){ - float _x_pos = mix(0.0, 1.0, _uv_fire.y); - _uv_fire.x -= _dir_fire.x * _time_fire * _speed_fire; - _uv_fire.y += _dir_fire.y * _time_fire * _speed_fire; - float _y_pos = _perlingFbmFireFXTempFunc(_uv_fire, 8.0, 0.4, 1.0, 1.0, 1.0); - float _1 = step(_y_pos, _x_pos - _col1_pos); - float _3 = step(_y_pos, _x_pos - _col3_pos); - float L1 = _1 - _3; - vec4 col = vec4(1.0); - col = mix(_col1_fire, _col3_fire, L1); - - float _2 = step(_y_pos, _x_pos - _col2_pos); - float L2 = _3 - _2; - col.rgb = mix(col.rgb, _col2_fire.rgb, L2); - col = mix(vec4(0.0), col, _1); - return col; -} \ No newline at end of file diff --git a/shaderV/rgba/generate_shapes/chekerboardPattern.gd b/shaderV/rgba/generate_shapes/chekerboardPattern.gd deleted file mode 100644 index cc366f5..0000000 --- a/shaderV/rgba/generate_shapes/chekerboardPattern.gd +++ /dev/null @@ -1,80 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAcreateCheckerboard - -func _init(): - set_input_port_default_value(1, Vector3(8.0, 8.0, 0.0)) - set_input_port_default_value(2, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(3, 1.0) - -func _get_name() -> String: - return "CheckerboardShape" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory(): - return "Shapes" - -func _get_description() -> String: - return "Creates checkerboard pattern" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 4 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "amount" - 2: - return "color" - 3: - return "alpha" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/chekerboardPattern.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return """%s = %s; -%s = _checkerboardPatternFunc(%s.xy, %s.xy) * %s;""" % [ -output_vars[0], input_vars[2], -output_vars[1], uv, input_vars[1], input_vars[3]] diff --git a/shaderV/rgba/generate_shapes/chekerboardPattern.gdshaderinc b/shaderV/rgba/generate_shapes/chekerboardPattern.gdshaderinc deleted file mode 100644 index 658f043..0000000 --- a/shaderV/rgba/generate_shapes/chekerboardPattern.gdshaderinc +++ /dev/null @@ -1,4 +0,0 @@ -float _checkerboardPatternFunc(vec2 uv, vec2 _checker_size){ - float fmodRes = mod(floor(_checker_size.x * uv.x) + floor(_checker_size.y * uv.y), 2.0); - return max(sign(fmodRes), 0.0); -} \ No newline at end of file diff --git a/shaderV/rgba/generate_shapes/generateCircle.gd b/shaderV/rgba/generate_shapes/generateCircle.gd deleted file mode 100644 index 0b525ba..0000000 --- a/shaderV/rgba/generate_shapes/generateCircle.gd +++ /dev/null @@ -1,99 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAcreateCircle - -func _init(): - set_input_port_default_value(1, Vector3(0.5, 0.5, 0)) - set_input_port_default_value(2, Vector3(1.0, 1.0, 0.0)) - set_input_port_default_value(3, -0.5) - set_input_port_default_value(4, 0.5) - set_input_port_default_value(5, 1.0) - set_input_port_default_value(6, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(7, 1.0) - -func _get_name() -> String: - return "CircleShape" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory(): - return "Shapes" - -func _get_description() -> String: - return "Circle creation with adjusted position, scale, inner/outer radius, hardness and color" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 8 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "pos" - 2: - return "scale" - 3: - return "inRadius" - 4: - return "outRadius" - 5: - return "hardness" - 6: - return "color" - 7: - return "alpha" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_SCALAR - 6: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 7: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/generateCircle.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return """%s = %s; -%s = _generateCircleFunc(%s.xy, %s.xy, %s.xy, %s, %s, %s).a * %s;""" % [output_vars[0], -input_vars[6], output_vars[1], uv, input_vars[1], input_vars[2], input_vars[3], input_vars[4], input_vars[5], input_vars[7]] diff --git a/shaderV/rgba/generate_shapes/generateCircle.gdshaderinc b/shaderV/rgba/generate_shapes/generateCircle.gdshaderinc deleted file mode 100644 index ca25ce9..0000000 --- a/shaderV/rgba/generate_shapes/generateCircle.gdshaderinc +++ /dev/null @@ -1,12 +0,0 @@ -vec4 _generateCircleFunc(vec2 _uv_circle, vec2 _center_circle, vec2 _scale_factor_circle, float _innerRad_circle, float _outRad_circle, float _hard_circle) { - float _innerRadiusCheck0 = min(_innerRad_circle, _outRad_circle); - float _outerRadiusCheck0 = max(_innerRad_circle, _outRad_circle); - - float currentPositionCircle = length((_uv_circle - _center_circle) * _scale_factor_circle); - float maxIntencityCenterCircle = (_outerRadiusCheck0 + _innerRadiusCheck0) * 0.5; - float rd0 = _outerRadiusCheck0 - maxIntencityCenterCircle; - float circleDistribution = min(max(abs(currentPositionCircle - maxIntencityCenterCircle) / rd0, 0.0), 1.0); - vec4 _outputColor0 = vec4(1.0); - _outputColor0.a = 1.0 - pow(circleDistribution, _hard_circle); - return _outputColor0; -} \ No newline at end of file diff --git a/shaderV/rgba/generate_shapes/generateCircle2.gd b/shaderV/rgba/generate_shapes/generateCircle2.gd deleted file mode 100644 index 955db7d..0000000 --- a/shaderV/rgba/generate_shapes/generateCircle2.gd +++ /dev/null @@ -1,103 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAcreateCircle2 - -func _init(): - set_input_port_default_value(1, Vector3(0.5, 0.5, 0)) - set_input_port_default_value(2, Vector3(1.0, 1.0, 0.0)) - set_input_port_default_value(3, 0.0) - set_input_port_default_value(4, 0.5) - set_input_port_default_value(5, 0.5) - set_input_port_default_value(6, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(7, 1.0) - -func _get_name() -> String: - return "CircleShape2" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory(): - return "Shapes" - -func _get_description() -> String: - return "Circle creation with adjusted position, scale, radius inner/outer width, and color" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 8 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "pos" - 2: - return "scale" - 3: - return "radius" - 4: - return "inWidth" - 5: - return "outWidth" - 6: - return "color" - 7: - return "alpha" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_SCALAR - 6: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 7: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/generateCircle2.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return """vec4 %s%s = _generateCircle2Func(%s.xy, %s.xy, %s.xy, %s, %s, %s, vec4(%s, %s)); -%s = %s%s.rgb; -%s = %s%s.a;""" % [ -output_vars[0], output_vars[1], uv, input_vars[1], input_vars[2], input_vars[3], - input_vars[4], input_vars[5], input_vars[6], input_vars[7], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/generate_shapes/generateCircle2.gdshaderinc b/shaderV/rgba/generate_shapes/generateCircle2.gdshaderinc deleted file mode 100644 index 282b150..0000000 --- a/shaderV/rgba/generate_shapes/generateCircle2.gdshaderinc +++ /dev/null @@ -1,7 +0,0 @@ -vec4 _generateCircle2Func(vec2 _uv_gc2, vec2 _pos_gc2, vec2 _scale_gc2, float _rad_gc2, - float _bordIn_gc2, float _bordOut_gc2, vec4 _col_gc2){ - float _dst_gc2 = length((_uv_gc2 - _pos_gc2) * _scale_gc2); - _col_gc2.a *= smoothstep(_rad_gc2 - _bordIn_gc2, _rad_gc2, _dst_gc2) - - smoothstep(_rad_gc2, _rad_gc2 + _bordOut_gc2, _dst_gc2); - return _col_gc2; -} \ No newline at end of file diff --git a/shaderV/rgba/generate_shapes/generateRegularNgon.gd b/shaderV/rgba/generate_shapes/generateRegularNgon.gd deleted file mode 100644 index bc77174..0000000 --- a/shaderV/rgba/generate_shapes/generateRegularNgon.gd +++ /dev/null @@ -1,100 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAcreateRegularPolygon - -func _init(): - set_input_port_default_value(1, Vector3(0.5, 0.5, 0)) - set_input_port_default_value(2, 3) - set_input_port_default_value(3, Vector3(1.0, 1.0, 0.0)) - set_input_port_default_value(4, 0.0) - set_input_port_default_value(5, 0.0) - set_input_port_default_value(6, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(7, 1.0) - -func _get_name() -> String: - return "RegularPolygonShape" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory(): - return "Shapes" - -func _get_description() -> String: - return "Regular N-gon with 3+ sides" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 8 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "pos" - 2: - return "sides" - 3: - return "size" - 4: - return "angle" - 5: - return "smooth" - 6: - return "color" - 7: - return "alpha" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_SCALAR - 6: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 7: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/generateRegularNgon.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return """%s = %s; -%s = _polygonFunc(%s.xy, %s.xy, %s.xy, %s, %s, %s) * %s;""" % [ -output_vars[0], input_vars[6], -output_vars[1], uv, input_vars[1], input_vars[3], input_vars[2], input_vars[4], input_vars[5], input_vars[7]] diff --git a/shaderV/rgba/generate_shapes/generateRegularNgon.gdshaderinc b/shaderV/rgba/generate_shapes/generateRegularNgon.gdshaderinc deleted file mode 100644 index aea5018..0000000 --- a/shaderV/rgba/generate_shapes/generateRegularNgon.gdshaderinc +++ /dev/null @@ -1,9 +0,0 @@ -float _polygonFunc(vec2 _uv_polygon, vec2 _pos_polygon, vec2 _size_polygon, float _sides_polygon, float _angle_polygon, float _smooth_polygon){ - _uv_polygon = (_uv_polygon - _pos_polygon) / (_size_polygon * 2.0); - float a_polygon = atan(_uv_polygon.x, _uv_polygon.y) + _angle_polygon; - float r_polygon = 6.28318530718 / float(int(max(_sides_polygon, 3.0))); - float d_polygon = cos(floor(0.5 + a_polygon / r_polygon) * r_polygon - a_polygon) * length(_uv_polygon); - return (max(sign(_smooth_polygon - 0.0), 0.0) * ( 1.0 - smoothstep(0.1 - 0.0001, 0.1 + _smooth_polygon, d_polygon) ) + - (max(sign(-_smooth_polygon + 0.0), 0.0)) * ( 1.0 - smoothstep(0.1 + _smooth_polygon - 0.0001, 0.1, d_polygon) ) + - (1.0 - abs(sign(_smooth_polygon - 0.0))) * ( 1.0 - step(0.1, d_polygon)) ); -} \ No newline at end of file diff --git a/shaderV/rgba/generate_shapes/generateSpiral.gd b/shaderV/rgba/generate_shapes/generateSpiral.gd deleted file mode 100644 index 8a4e002..0000000 --- a/shaderV/rgba/generate_shapes/generateSpiral.gd +++ /dev/null @@ -1,108 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAcreateSpiral - -func _init(): - set_input_port_default_value(1, Vector3(0.5, 0.5, 0)) - set_input_port_default_value(2, 70.0) - set_input_port_default_value(3, 1.0) - set_input_port_default_value(4, 1.0) - set_input_port_default_value(5, 0.0) - set_input_port_default_value(6, 0.0) - set_input_port_default_value(7, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(8, 1.0) - -func _get_name() -> String: - return "SpiralShape" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory(): - return "Shapes" - -func _get_description() -> String: - return "Spiral creation with adjusted position, size, linesAmount, softness, speed and color" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 9 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "pivot" - 2: - return "size" - 3: - return "linesAmount" - 4: - return "softness" - 5: - return "speed" - 6: - return "time" - 7: - return "color" - 8: - return "alpha" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_SCALAR - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - 7: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 8: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/generateSpiral.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return """vec4 %s%s = _generateSpiralFunc(%s.xy, %s.xy, %s, %s, %s, %s, %s, vec4(%s, %s)); -%s = %s%s.rgb; -%s = %s%s.a;""" % [ -output_vars[0], output_vars[1], uv, input_vars[1], input_vars[2], input_vars[3], input_vars[5], - input_vars[4], input_vars[6], input_vars[7], input_vars[8], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/generate_shapes/generateSpiral.gdshaderinc b/shaderV/rgba/generate_shapes/generateSpiral.gdshaderinc deleted file mode 100644 index e47fd1d..0000000 --- a/shaderV/rgba/generate_shapes/generateSpiral.gdshaderinc +++ /dev/null @@ -1,8 +0,0 @@ -vec4 _generateSpiralFunc(vec2 _uv_genSpir, vec2 _pivot_genSpir, float _size_genSpir, float _lineAmnt_genSpir, - float _spd_genSpir, float _soft_genSpir, float _t1me_genSpir, vec4 _col_genSpir){ - _uv_genSpir -= _pivot_genSpir; - float _va1ue_genSpir = 1.0 - sin(length(_uv_genSpir) * _size_genSpir + - floor(_lineAmnt_genSpir) * atan(_uv_genSpir.x, _uv_genSpir.y) + - _t1me_genSpir * _spd_genSpir ) / _soft_genSpir; - return vec4(_col_genSpir.rgb, _col_genSpir.a * _va1ue_genSpir); -} \ No newline at end of file diff --git a/shaderV/rgba/generate_shapes/gridShape.gd b/shaderV/rgba/generate_shapes/gridShape.gd deleted file mode 100644 index 9a7e5b5..0000000 --- a/shaderV/rgba/generate_shapes/gridShape.gd +++ /dev/null @@ -1,103 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAgridShape - -func _init(): - set_input_port_default_value(1, Vector3(8.0, 8.0, 0.0)) - set_input_port_default_value(2, Vector3(0.2, 0.2, 0.0)) - set_input_port_default_value(3, Vector3(0.01, 0.01, 0.0)) - set_input_port_default_value(4, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(5, 1.0) - set_input_port_default_value(6, Vector3(0.0, 0.0, 0.0)) - set_input_port_default_value(7, 0.0) - -func _get_name() -> String: - return "GridShape" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory(): - return "Shapes" - -func _get_description() -> String: - return "Creates 2D grid." - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 8 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "cell_count" - 2: - return "line_thickness" - 3: - return "line_smooth" - 4: - return "grid_color" - 5: - return "grid_alpha" - 6: - return "bg_color" - 7: - return "bg_alpha" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 3: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 4: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 5: - return VisualShaderNode.PORT_TYPE_SCALAR - 6: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 7: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/gridShape.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return """vec4 %s%s = _gridFunc(%s.xy, %s.xy, %s.xy, %s.xy, vec4(%s, %s), vec4(%s, %s)); -%s = %s%s.rgb; -%s = %s%s.a;""" % [ -output_vars[0], output_vars[1], uv, input_vars[2], input_vars[3], input_vars[1], - input_vars[4], input_vars[5], input_vars[6], input_vars[7], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/generate_shapes/gridShape.gdshaderinc b/shaderV/rgba/generate_shapes/gridShape.gdshaderinc deleted file mode 100644 index c4fdf0d..0000000 --- a/shaderV/rgba/generate_shapes/gridShape.gdshaderinc +++ /dev/null @@ -1,7 +0,0 @@ -vec4 _gridFunc(vec2 _grid_uv, vec2 _gridline_thickness, vec2 _gridline_smooth, vec2 _gridcell_count, vec4 _grid_col, vec4 _grid_bg_col){ - vec2 _grid_vec = fract(_grid_uv * _gridcell_count); - _grid_vec = min(_grid_vec, vec2(1.0) - _grid_vec); - _grid_vec = smoothstep(_grid_vec - _gridline_smooth, _grid_vec + _gridline_smooth, _gridline_thickness / vec2(2.0)); -// return mix(_grid_bg_col, _grid_col, clamp(_grid_vec.x + _grid_vec.y, 0.0, 1.0)); - return mix(_grid_bg_col, _grid_col, (_grid_vec.x + _grid_vec.y)); -} \ No newline at end of file diff --git a/shaderV/rgba/generate_shapes/scanLinesSharp.gd b/shaderV/rgba/generate_shapes/scanLinesSharp.gd deleted file mode 100644 index c1dcb65..0000000 --- a/shaderV/rgba/generate_shapes/scanLinesSharp.gd +++ /dev/null @@ -1,95 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAscanLinesSharp - -func _init(): - set_input_port_default_value(1, 21.0) - set_input_port_default_value(2, 0.5) - set_input_port_default_value(3, 1.0) - set_input_port_default_value(4, 0.0) - set_input_port_default_value(5, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(6, 1.0) - -func _get_name() -> String: - return "ScanLinesSharpShape" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory(): - return "Shapes" - -func _get_description() -> String: - return "Sharp moving scanlines" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 7 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "amount" - 2: - return "fill" - 3: - return "speed" - 4: - return "time" - 5: - return "color" - 6: - return "alpha" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/scanLinesSharp.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return """%s = %s; -%s = _scanLinesSharpFunc(%s.xy, %s, %s, %s, %s) * float(%s);""" % [ -output_vars[0], input_vars[5], -output_vars[1], uv, input_vars[1], input_vars[2], input_vars[3], input_vars[4], input_vars[6]] diff --git a/shaderV/rgba/generate_shapes/scanLinesSharp.gdshaderinc b/shaderV/rgba/generate_shapes/scanLinesSharp.gdshaderinc deleted file mode 100644 index 6343001..0000000 --- a/shaderV/rgba/generate_shapes/scanLinesSharp.gdshaderinc +++ /dev/null @@ -1,3 +0,0 @@ -float _scanLinesSharpFunc(vec2 _uv_scLiShrp, float _amount_scLiShrp, float _fill_scLiShrp, float _spd_scLiShrp, float _time_scLiShrp) { - return step(fract(_uv_scLiShrp.y * _amount_scLiShrp + _time_scLiShrp * _spd_scLiShrp), _fill_scLiShrp); -} \ No newline at end of file diff --git a/shaderV/rgba/generate_shapes/stripesRandom.gd b/shaderV/rgba/generate_shapes/stripesRandom.gd deleted file mode 100644 index b7043fb..0000000 --- a/shaderV/rgba/generate_shapes/stripesRandom.gd +++ /dev/null @@ -1,84 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAcreateStripesRandom - -func _init(): - set_input_port_default_value(1, 0.5) - set_input_port_default_value(2, 20.0) - set_input_port_default_value(3, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(4, 1.0) - -func _get_name() -> String: - return "RandomStripesShape" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory(): - return "Shapes" - -func _get_description() -> String: - return "Random horizontal lines creation" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 5 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "fill" - 2: - return "amount" - 3: - return "color" - 4: - return "alpha" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/stripesRandom.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return """%s = %s; -%s = _generateRandomStripesFunc(%s.xy, %s, %s) * float(%s);""" % [output_vars[0], input_vars[3], -output_vars[1], uv, input_vars[1], input_vars[2], input_vars[4]] diff --git a/shaderV/rgba/generate_shapes/stripesRandom.gdshaderinc b/shaderV/rgba/generate_shapes/stripesRandom.gdshaderinc deleted file mode 100644 index 3026392..0000000 --- a/shaderV/rgba/generate_shapes/stripesRandom.gdshaderinc +++ /dev/null @@ -1,3 +0,0 @@ -float _generateRandomStripesFunc(vec2 _uv_stripes, float _fill_stripes, float _amount_stripes){ - return 1.0 - step(_fill_stripes, fract(sin(dot(floor(vec2(_uv_stripes.y) * _amount_stripes), vec2(12.9898, 78.233))) * 43758.5453123)); -} \ No newline at end of file diff --git a/shaderV/rgba/glow/glowEmpty.gd b/shaderV/rgba/glow/glowEmpty.gd deleted file mode 100644 index 897206e..0000000 --- a/shaderV/rgba/glow/glowEmpty.gd +++ /dev/null @@ -1,105 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAglowEmpty - -func _init(): - set_input_port_default_value(2, -1.0) - set_input_port_default_value(3, 1.0) - set_input_port_default_value(4, 1.0) - set_input_port_default_value(5, 1.0) - set_input_port_default_value(6, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(7, 1.0) - -func _get_name() -> String: - return "GlowEmpty" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory(): - return "Glow" - -func _get_description() -> String: - return "Combination of InnerGlowEmpty and OuterGlowEmpty" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 8 - -func _get_input_port_name(port: int): - match port: - 0: - return "sampler2D" - 1: - return "uv" - 2: - return "lod" - 3: - return "size" - 4: - return "inIntensity" - 5: - return "outIntensity" - 6: - return "color" - 7: - return "alpha" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SAMPLER - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_SCALAR - 6: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 7: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/glowEmpty.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var texture = "TEXTURE" - var uv = "UV" - - if input_vars[0]: - texture = input_vars[0] - if input_vars[1]: - uv = input_vars[1] - - return """vec4 %s%s = _inoutGlowEmptyFunc(%s, %s.xy, %s, %s, %s, %s, vec4(%s, %s)); -%s = %s%s.rgb; -%s = %s%s.a;""" % [ -output_vars[0], output_vars[1], texture, uv, input_vars[2], input_vars[3], - input_vars[4], input_vars[5], input_vars[6], input_vars[7], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/glow/glowEmpty.gdshaderinc b/shaderV/rgba/glow/glowEmpty.gdshaderinc deleted file mode 100644 index 61d01cb..0000000 --- a/shaderV/rgba/glow/glowEmpty.gdshaderinc +++ /dev/null @@ -1,38 +0,0 @@ -vec4 _inoutGlowEmptyFunc(sampler2D _samp_inglowEmpt, vec2 _uv_inglowEmpt, float _lod_glowEmpt, float _rad_inout_Empty, - float _intens_inner_glowEmpt, float _intens_outer_glowEmpt, vec4 _col_inglowEmpt){ - _rad_inout_Empty = abs(_rad_inout_Empty); - - vec4 _color_orig_glow = vec4(0.0); - float _alpha_glow_inv = 0.0; - float _alpha_glow_blured = 0.0; - int glow_amount = 3; - - if (_lod_glowEmpt < 0.0) - _color_orig_glow = texture(_samp_inglowEmpt, _uv_inglowEmpt); - else - _color_orig_glow = textureLod(_samp_inglowEmpt, _uv_inglowEmpt, _lod_glowEmpt); - - glow_amount = int(min(_rad_inout_Empty + 7.0, 14.0)); - for(int x = - glow_amount; x <= glow_amount; x++) { - for(int y = - glow_amount; y <= glow_amount; y++) { - vec2 _coord_blur_cst = _uv_inglowEmpt + vec2(float(x), float(y)) * _rad_inout_Empty * 0.01; - _alpha_glow_blured += textureLod(_samp_inglowEmpt, _coord_blur_cst, 0.0).a; - } - } - int _nmb_neighbours_blur_cst = (glow_amount * 2 + 1) * (glow_amount * 2 + 1); - _alpha_glow_blured /= float(_nmb_neighbours_blur_cst); - - _alpha_glow_inv = _alpha_glow_blured; - _alpha_glow_inv *= (1.0 - _color_orig_glow.a); - - float in_alpha_glow_inv = 1.0 - _alpha_glow_blured; - in_alpha_glow_inv *= _color_orig_glow.a; - - if (_alpha_glow_inv > 0.0) - _alpha_glow_inv *= (_intens_outer_glowEmpt + 1.0); - - if (in_alpha_glow_inv > 0.0) - in_alpha_glow_inv *= (_intens_inner_glowEmpt + 1.0); - - return vec4(_col_inglowEmpt.rgb, (_alpha_glow_inv + in_alpha_glow_inv) * _col_inglowEmpt.a); -} \ No newline at end of file diff --git a/shaderV/rgba/glow/innerGlow.gd b/shaderV/rgba/glow/innerGlow.gd deleted file mode 100644 index 075df5c..0000000 --- a/shaderV/rgba/glow/innerGlow.gd +++ /dev/null @@ -1,99 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAinnerGlow - -func _init(): - set_input_port_default_value(2, -1.0) - set_input_port_default_value(3, 1.0) - set_input_port_default_value(4, 1.0) - set_input_port_default_value(5, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(6, 1.0) - -func _get_name() -> String: - return "InnerGlow" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory(): - return "Glow" - -func _get_description() -> String: - return "Adds inner glow to color. Color should have alpha < 1.0 to find contours" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 7 - -func _get_input_port_name(port: int): - match port: - 0: - return "sampler2D" - 1: - return "uv" - 2: - return "lod" - 3: - return "size" - 4: - return "intensity" - 5: - return "color" - 6: - return "alpha" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SAMPLER - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/innerGlow.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var texture = "TEXTURE" - var uv = "UV" - - if input_vars[0]: - texture = input_vars[0] - if input_vars[1]: - uv = input_vars[1] - - return """vec4 %s%s = _innerGlowFunc(%s, %s.xy, %s, %s, %s, vec4(%s, %s)); -%s = %s%s.rgb; -%s = %s%s.a;""" % [ -output_vars[0], output_vars[1], texture, uv, input_vars[2], input_vars[3], input_vars[4], input_vars[5], input_vars[6], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/glow/innerGlow.gdshaderinc b/shaderV/rgba/glow/innerGlow.gdshaderinc deleted file mode 100644 index 13aeaa8..0000000 --- a/shaderV/rgba/glow/innerGlow.gdshaderinc +++ /dev/null @@ -1,31 +0,0 @@ -vec4 _innerGlowFunc(sampler2D _samp_inglow, vec2 _uv_inglow, float _l0d_inglow, float _rad_inglow, float _intns_inglow, vec4 _col_inglow){ - _rad_inglow = abs(_rad_inglow); - - vec4 _color_inglow = vec4(0.0); - float _alpha_inv = 0.0; - float _alpha_inglow_b1 = 0.0; - int _amount_inglow = 3; - - if (_l0d_inglow < 0.0) - _color_inglow = texture(_samp_inglow, _uv_inglow); - else - _color_inglow = textureLod(_samp_inglow, _uv_inglow, _l0d_inglow); - - _amount_inglow = int(min(_rad_inglow + 7.0, 14.0)); - for(int x = - _amount_inglow; x <= _amount_inglow; x++) { - for(int y = - _amount_inglow; y <= _amount_inglow; y++) { - vec2 _coord_blur_cst = _uv_inglow + vec2(float(x), float(y)) * _rad_inglow * 0.01; - _alpha_inglow_b1 += textureLod(_samp_inglow, _coord_blur_cst, 0.0).a; - } - } - int _nmb_neighbours_blur_cst = (_amount_inglow * 2 + 1) * (_amount_inglow * 2 + 1); - _alpha_inglow_b1 /= float(_nmb_neighbours_blur_cst); - - _alpha_inv = 1.0 - _alpha_inglow_b1; // inversion - _alpha_inv *= _color_inglow.a; // masking - - if (_alpha_inv > 0.0) - _alpha_inv *= (_intns_inglow + 1.0); - - return mix(_color_inglow, _col_inglow, _alpha_inv * _col_inglow.a); -} \ No newline at end of file diff --git a/shaderV/rgba/glow/innerGlowEmpty.gd b/shaderV/rgba/glow/innerGlowEmpty.gd deleted file mode 100644 index ed580db..0000000 --- a/shaderV/rgba/glow/innerGlowEmpty.gd +++ /dev/null @@ -1,99 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAinnerGlowEmpty - -func _init(): - set_input_port_default_value(2, -1.0) - set_input_port_default_value(3, 1.0) - set_input_port_default_value(4, 1.0) - set_input_port_default_value(5, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(6, 1.0) - -func _get_name() -> String: - return "InnerGlowEmpty" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory(): - return "Glow" - -func _get_description() -> String: - return "Same as InnerGlow but without original texture (only contours)" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 7 - -func _get_input_port_name(port: int): - match port: - 0: - return "sampler2D" - 1: - return "uv" - 2: - return "lod" - 3: - return "size" - 4: - return "intensity" - 5: - return "color" - 6: - return "alpha" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SAMPLER - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/innerGlowEmpty.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var texture = "TEXTURE" - var uv = "UV" - - if input_vars[0]: - texture = input_vars[0] - if input_vars[1]: - uv = input_vars[1] - - return """vec4 %s%s = _innerGlowEmptyFunc(%s, %s.xy, %s, %s, %s, vec4(%s, %s)); -%s = %s%s.rgb; -%s = %s%s.a;""" % [ -output_vars[0], output_vars[1], texture, uv, input_vars[2], input_vars[3], input_vars[4], input_vars[5], input_vars[6], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/glow/innerGlowEmpty.gdshaderinc b/shaderV/rgba/glow/innerGlowEmpty.gdshaderinc deleted file mode 100644 index 9e95dcf..0000000 --- a/shaderV/rgba/glow/innerGlowEmpty.gdshaderinc +++ /dev/null @@ -1,31 +0,0 @@ -vec4 _innerGlowEmptyFunc(sampler2D _samp_inglowEmpt, vec2 _uv_inglowEmpt, float _lod_inglowEmpt, float _rad_inglowEmpt, float _intns_inglowEmpt, vec4 _col_inglowEmpt){ - _rad_inglowEmpt = abs(_rad_inglowEmpt); - - vec4 _color_inglow = vec4(0.0); - float _alpha_inglow_inv = 0.0; - float _alpha_inglow_b1 = 0.0; - int _amount_inglow = 3; - - if (_lod_inglowEmpt < 0.0) - _color_inglow = texture(_samp_inglowEmpt, _uv_inglowEmpt); - else - _color_inglow = textureLod(_samp_inglowEmpt, _uv_inglowEmpt, _lod_inglowEmpt); - - _amount_inglow = int(min(_rad_inglowEmpt + 7.0, 14.0)); - for(int x = - _amount_inglow; x <= _amount_inglow; x++) { - for(int y = - _amount_inglow; y <= _amount_inglow; y++) { - vec2 _coord_blur_cst = _uv_inglowEmpt + vec2(float(x), float(y)) * _rad_inglowEmpt * 0.01; - _alpha_inglow_b1 += textureLod(_samp_inglowEmpt, _coord_blur_cst, 0.0).a; - } - } - int _nmb_neighbours_blur_cst = (_amount_inglow * 2 + 1) * (_amount_inglow * 2 + 1); - _alpha_inglow_b1 /= float(_nmb_neighbours_blur_cst); - - _alpha_inglow_inv = 1.0 - _alpha_inglow_b1; // inversion - _alpha_inglow_inv *= _color_inglow.a; // masking - - if (_alpha_inglow_inv > 0.0) - _alpha_inglow_inv *= (_intns_inglowEmpt + 1.0); - - return vec4(_col_inglowEmpt.rgb, _alpha_inglow_inv * _col_inglowEmpt.a); -} \ No newline at end of file diff --git a/shaderV/rgba/glow/outerGlow.gd b/shaderV/rgba/glow/outerGlow.gd deleted file mode 100644 index 7fe8130..0000000 --- a/shaderV/rgba/glow/outerGlow.gd +++ /dev/null @@ -1,99 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAouterGlow - -func _init(): - set_input_port_default_value(2, -1.0) - set_input_port_default_value(3, 1.0) - set_input_port_default_value(4, 1.0) - set_input_port_default_value(5, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(6, 1.0) - -func _get_name() -> String: - return "OuterGlow" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory(): - return "Glow" - -func _get_description() -> String: - return "Adds outer glow to color. Color should have alpha < 1.0 to find contours" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 7 - -func _get_input_port_name(port: int): - match port: - 0: - return "sampler2D" - 1: - return "uv" - 2: - return "lod" - 3: - return "size" - 4: - return "intensity" - 5: - return "color" - 6: - return "alpha" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SAMPLER - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/outerGlow.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var texture = "TEXTURE" - var uv = "UV" - - if input_vars[0]: - texture = input_vars[0] - if input_vars[1]: - uv = input_vars[1] - - return """vec4 %s%s = _outerGlowFunc(%s, %s.xy, %s, %s, %s, vec4(%s, %s)); -%s = %s%s.rgb; -%s = %s%s.a;""" % [ -output_vars[0], output_vars[1], texture, uv, input_vars[2], input_vars[3], input_vars[4], input_vars[5], input_vars[6], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/glow/outerGlow.gdshaderinc b/shaderV/rgba/glow/outerGlow.gdshaderinc deleted file mode 100644 index dd66d58..0000000 --- a/shaderV/rgba/glow/outerGlow.gdshaderinc +++ /dev/null @@ -1,32 +0,0 @@ -vec4 _outerGlowFunc(sampler2D _samp_inglow, vec2 _uv_inglow, float _lod_inglow, float _rad_inglow, float _intns_inglow, vec4 _col_inglow){ - _rad_inglow = abs(_rad_inglow); - - vec4 _color_inglow = vec4(0.0); - float _alpha_inv = 0.0; - float _alpha_inglow_b1 = 0.0; - int _amount_inglow = 3; - - if (_lod_inglow < 0.0) - _color_inglow = texture(_samp_inglow, _uv_inglow); - else - _color_inglow = textureLod(_samp_inglow, _uv_inglow, _lod_inglow); - - _amount_inglow = int(min(_rad_inglow + 7.0, 14.0)); - for(int x = - _amount_inglow; x <= _amount_inglow; x++) { - for(int y = - _amount_inglow; y <= _amount_inglow; y++) { - vec2 _coord_blur_cst = _uv_inglow + vec2(float(x), float(y)) * _rad_inglow * 0.01; - _alpha_inglow_b1 += textureLod(_samp_inglow, _coord_blur_cst, 0.0).a; - } - } - int _nmb_neighbours_blur_cst = (_amount_inglow * 2 + 1) * (_amount_inglow * 2 + 1); - _alpha_inglow_b1 /= float(_nmb_neighbours_blur_cst); - - _alpha_inv = _alpha_inglow_b1; // inversion - _alpha_inv *= (1.0 - _color_inglow.a); // masking - - if (_alpha_inv > 0.0) - _alpha_inv *= (_intns_inglow + 1.0); - - vec4 _glow_col_result = vec4(_col_inglow.rgb, _alpha_inv * _col_inglow.a); - return mix(_glow_col_result, _color_inglow, _color_inglow.a); -} \ No newline at end of file diff --git a/shaderV/rgba/glow/outerGlowEmpty.gd b/shaderV/rgba/glow/outerGlowEmpty.gd deleted file mode 100644 index e5adafe..0000000 --- a/shaderV/rgba/glow/outerGlowEmpty.gd +++ /dev/null @@ -1,99 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAouterGlowEmpty - -func _init(): - set_input_port_default_value(2, -1.0) - set_input_port_default_value(3, 1.0) - set_input_port_default_value(4, 1.0) - set_input_port_default_value(5, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(6, 1.0) - -func _get_name() -> String: - return "OuterGlowEmpty" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory(): - return "Glow" - -func _get_description() -> String: - return "Same as OuterGlow but without original texture (only contours)" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 7 - -func _get_input_port_name(port: int): - match port: - 0: - return "sampler2D" - 1: - return "uv" - 2: - return "lod" - 3: - return "size" - 4: - return "intensity" - 5: - return "color" - 6: - return "alpha" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SAMPLER - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/outerGlowEmpty.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var texture = "TEXTURE" - var uv = "UV" - - if input_vars[0]: - texture = input_vars[0] - if input_vars[1]: - uv = input_vars[1] - - return """vec4 %s%s = _outerGlowEmptyFunc(%s, %s.xy, %s, %s, %s, vec4(%s, %s)); -%s = %s%s.rgb; -%s = %s%s.a;""" % [ -output_vars[0], output_vars[1], texture, uv, input_vars[2], input_vars[3], input_vars[4], input_vars[5], input_vars[6], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/glow/outerGlowEmpty.gdshaderinc b/shaderV/rgba/glow/outerGlowEmpty.gdshaderinc deleted file mode 100644 index 6c39622..0000000 --- a/shaderV/rgba/glow/outerGlowEmpty.gdshaderinc +++ /dev/null @@ -1,31 +0,0 @@ -vec4 _outerGlowEmptyFunc(sampler2D _samp_inglowEmpt, vec2 _uv_inglowEmpt, float _lod_inglowEmpt, float _rad_inglowEmpt, float _intns_inglowEmpt, vec4 _col_inglowEmpt){ - _rad_inglowEmpt = abs(_rad_inglowEmpt); - - vec4 _color_inglow = vec4(0.0); - float _alpha_inglow_inv = 0.0; - float _alpha_inglow_b1 = 0.0; - int _amount_inglow = 3; - - if (_lod_inglowEmpt < 0.0) - _color_inglow = texture(_samp_inglowEmpt, _uv_inglowEmpt); - else - _color_inglow = textureLod(_samp_inglowEmpt, _uv_inglowEmpt, _lod_inglowEmpt); - - _amount_inglow = int(min(_rad_inglowEmpt + 7.0, 14.0)); - for(int x = - _amount_inglow; x <= _amount_inglow; x++) { - for(int y = - _amount_inglow; y <= _amount_inglow; y++) { - vec2 _coord_blur_cst = _uv_inglowEmpt + vec2(float(x), float(y)) * _rad_inglowEmpt * 0.01; - _alpha_inglow_b1 += textureLod(_samp_inglowEmpt, _coord_blur_cst, 0.0).a; - } - } - int _nmb_neighbours_blur_cst = (_amount_inglow * 2 + 1) * (_amount_inglow * 2 + 1); - _alpha_inglow_b1 /= float(_nmb_neighbours_blur_cst); - - _alpha_inglow_inv = _alpha_inglow_b1; // inversion - _alpha_inglow_inv *= (1.0 - _color_inglow.a); // masking - - if (_alpha_inglow_inv > 0.0) - _alpha_inglow_inv *= (_intns_inglowEmpt + 1.0); - - return vec4(_col_inglowEmpt.rgb, _alpha_inglow_inv * _col_inglowEmpt.a); -} \ No newline at end of file diff --git a/shaderV/rgba/gradient4corners.gd b/shaderV/rgba/gradient4corners.gd deleted file mode 100644 index 7479f0b..0000000 --- a/shaderV/rgba/gradient4corners.gd +++ /dev/null @@ -1,108 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAgradient4corners - -func _init(): - set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(2, 1.0) - set_input_port_default_value(3, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(4, 1.0) - set_input_port_default_value(5, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(6, 1.0) - set_input_port_default_value(7, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(8, 1.0) - -func _get_name() -> String: - return "Gradient4Corners" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return "Generates gradient based on corners colors" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 9 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "colorTopLeft" - 2: - return "alphaTopLeft" - 3: - return "colorTopRight" - 4: - return "alphaTopRight" - 5: - return "colorBottomLeft" - 6: - return "alphaBottomLeft" - 7: - return "colorBottomRight" - 8: - return "alphaBottomRight" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - 7: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 8: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/gradient4corners.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return """vec4 %s%s = _gradient4cornersFunc(%s.xy, vec4(%s, %s), vec4(%s, %s), vec4(%s, %s), vec4(%s, %s)); -%s = %s%s.rgb; -%s = %s%s.a;""" % [ -output_vars[0], output_vars[1], uv, input_vars[1], input_vars[2], input_vars[3], -input_vars[4], input_vars[5], input_vars[6], input_vars[7], input_vars[8], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/gradient4corners.gdshaderinc b/shaderV/rgba/gradient4corners.gdshaderinc deleted file mode 100644 index 53a1a47..0000000 --- a/shaderV/rgba/gradient4corners.gdshaderinc +++ /dev/null @@ -1,5 +0,0 @@ -vec4 _gradient4cornersFunc(vec2 _uv_corner, vec4 _top_left_corner, vec4 _top_right_corner, vec4 _bottom_left_corner, vec4 _bottom_right_corner){ - vec4 _color_top_corner = mix(_top_left_corner, _top_right_corner, _uv_corner.x); - vec4 _color_bottom_corner = mix(_bottom_left_corner, _bottom_right_corner, _uv_corner.x); - return mix(_color_top_corner, _color_bottom_corner, _uv_corner.y); -} \ No newline at end of file diff --git a/shaderV/rgba/gradientMapping.gd b/shaderV/rgba/gradientMapping.gd deleted file mode 100644 index e0e2cfa..0000000 --- a/shaderV/rgba/gradientMapping.gd +++ /dev/null @@ -1,82 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAgradientMapping - -func _init(): - set_input_port_default_value(1, 1.0) - set_input_port_default_value(2, 0.0) - set_input_port_default_value(3, false) - -func _get_name() -> String: - return "GradientMapping" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return """Remaps colors based on average color value using [gradient]. -[gradientOffset] allows to do color cycling if set TIME to [gradientOffset] and 'true' to [cycleColor]""" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 5 - -func _get_input_port_name(port: int): - match port: - 0: - return "color" - 1: - return "alpha" - 2: - return "gradientOffset" - 3: - return "cycleColor" - 4: - return "gradient" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_BOOLEAN - 4: - return VisualShaderNode.PORT_TYPE_SAMPLER - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/gradientMapping.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - return """vec4 %s%s = _gradientMappingFunc(%s, %s, %s, %s); -%s = %s%s.rgb; -%s = %s%s.a * %s;""" % [ -output_vars[0], output_vars[1], input_vars[0], input_vars[2], input_vars[4], input_vars[3], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1], input_vars[1]] diff --git a/shaderV/rgba/gradientMapping.gdshaderinc b/shaderV/rgba/gradientMapping.gdshaderinc deleted file mode 100644 index 812f27a..0000000 --- a/shaderV/rgba/gradientMapping.gdshaderinc +++ /dev/null @@ -1,8 +0,0 @@ -vec4 _gradientMappingFunc(vec3 _col_base_gm, float _grad_offset, sampler2D _palette_gm, bool _use_col_cycle){ - float avg_col = 0.2126 * _col_base_gm.r + 0.7152 * _col_base_gm.g + 0.0722 * _col_base_gm.b; - if (_use_col_cycle){ - return texture(_palette_gm, mod(vec2(avg_col + _grad_offset, 0), vec2(1.0))); - } else{ - return texture(_palette_gm, vec2(avg_col + _grad_offset, 0)); - } -} \ No newline at end of file diff --git a/shaderV/rgba/grayscale.gd b/shaderV/rgba/grayscale.gd deleted file mode 100644 index 51838dc..0000000 --- a/shaderV/rgba/grayscale.gd +++ /dev/null @@ -1,54 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAgrayscale - -func _init(): - set_input_port_default_value(1, 1.0) - -func _get_name() -> String: - return "GrayscalePlus" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return "Improved grayscale with gray factor" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 2 - -func _get_input_port_name(port: int): - match port: - 0: - return "color" - 1: - return "factor" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "col" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/grayscale.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - return "%s = _grayscaleFunc(%s, %s);" % [output_vars[0], input_vars[0], input_vars[1]] diff --git a/shaderV/rgba/grayscale.gdshaderinc b/shaderV/rgba/grayscale.gdshaderinc deleted file mode 100644 index e44d665..0000000 --- a/shaderV/rgba/grayscale.gdshaderinc +++ /dev/null @@ -1,3 +0,0 @@ -vec3 _grayscaleFunc(vec3 _color_grayscale, float _gray_factor){ - return _color_grayscale * (1.0 - _gray_factor) + (0.21 * _color_grayscale.r + 0.71 * _color_grayscale.g + 0.07 * _color_grayscale.b) * _gray_factor; -} \ No newline at end of file diff --git a/shaderV/rgba/hue.gd b/shaderV/rgba/hue.gd deleted file mode 100644 index 7c42a5b..0000000 --- a/shaderV/rgba/hue.gd +++ /dev/null @@ -1,47 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAhue - -func _get_name() -> String: - return "Hue" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return "Outputs an RGB color given a HUE" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 1 - -func _get_input_port_name(port: int): - match port: - 0: - return "inp" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "col" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/hue.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - return "%s = _hueFunc(%s);" % [output_vars[0], input_vars[0]] diff --git a/shaderV/rgba/hue.gdshaderinc b/shaderV/rgba/hue.gdshaderinc deleted file mode 100644 index 647d332..0000000 --- a/shaderV/rgba/hue.gdshaderinc +++ /dev/null @@ -1,3 +0,0 @@ -vec3 _hueFunc(float _inp_hue){ - return 3.0 * abs(1.0 - 2.0 * fract(_inp_hue + vec3(0.0, -1.0 / 3.0, 1.0 / 3.0))) - 1.0; -} \ No newline at end of file diff --git a/shaderV/rgba/inverseColor.gd b/shaderV/rgba/inverseColor.gd deleted file mode 100644 index a3d6600..0000000 --- a/shaderV/rgba/inverseColor.gd +++ /dev/null @@ -1,68 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAinverseColor - -func _init(): - set_input_port_default_value(2, 1.0) - -func _get_name() -> String: - return "InverseColor" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return "Inverse color basing on intensity" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 3 - -func _get_input_port_name(port: int): - match port: - 0: - return "color" - 1: - return "alpha" - 2: - return "intensity" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/inverseColor.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - return """%s = _inverseColorFunc(%s, %s); -%s = %s;""" % [output_vars[0], input_vars[0],input_vars[2], -output_vars[1], input_vars[1]] diff --git a/shaderV/rgba/inverseColor.gdshaderinc b/shaderV/rgba/inverseColor.gdshaderinc deleted file mode 100644 index 2d24a90..0000000 --- a/shaderV/rgba/inverseColor.gdshaderinc +++ /dev/null @@ -1,3 +0,0 @@ -vec3 _inverseColorFunc(vec3 _color_to_inverse, float _inverse_color_intensity){ - return mix(_color_to_inverse.rgb, 1.0 - _color_to_inverse.rgb, _inverse_color_intensity); -} \ No newline at end of file diff --git a/shaderV/rgba/maskAlpha.gd b/shaderV/rgba/maskAlpha.gd deleted file mode 100644 index 7873f38..0000000 --- a/shaderV/rgba/maskAlpha.gd +++ /dev/null @@ -1,70 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAmaskAlpha - -func _init(): - set_input_port_default_value(1, 1.0) - set_input_port_default_value(2, 1.0) - -func _get_name() -> String: - return "MaskAlpha" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return "Color masking based on mask alpha" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 3 - -func _get_input_port_name(port: int): - match port: - 0: - return "color" - 1: - return "alpha" - 2: - return "maskAlpha" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/maskAlpha.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - return """%s = _maskAlphaFunc(vec4(%s, %s), %s).rgb; -%s = _maskAlphaFunc(vec4(%s, %s), %s).a;""" % [ -output_vars[0], input_vars[0], input_vars[1], input_vars[2], -output_vars[1], input_vars[0], input_vars[1], input_vars[2]] diff --git a/shaderV/rgba/maskAlpha.gdshaderinc b/shaderV/rgba/maskAlpha.gdshaderinc deleted file mode 100644 index b87a5f3..0000000 --- a/shaderV/rgba/maskAlpha.gdshaderinc +++ /dev/null @@ -1,3 +0,0 @@ -vec4 _maskAlphaFunc(vec4 _col_to_mask, float _mask_alpha_to_mask){ - return vec4(_col_to_mask.rgb, _col_to_mask.a * _mask_alpha_to_mask); -} \ No newline at end of file diff --git a/shaderV/rgba/noise/fractal/generic2d_fractal.gd b/shaderV/rgba/noise/fractal/generic2d_fractal.gd deleted file mode 100644 index c297c08..0000000 --- a/shaderV/rgba/noise/fractal/generic2d_fractal.gd +++ /dev/null @@ -1,91 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoiseGeneric2dFractal - -func _init(): - set_input_port_default_value(1, 6) - set_input_port_default_value(2, Vector3(2, 2, 0)) - set_input_port_default_value(3, 2.0) - set_input_port_default_value(4, 0.8) - set_input_port_default_value(5, 0.5) - set_input_port_default_value(6, 0.3) - set_input_port_default_value(7, Vector3(0.5, 0.5, 0)) - -func _get_name() -> String: - return "FractalGenericNoise2D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "NoiseFractal" - -func _get_description() -> String: - return "Fractal GenericNoise using hash random function" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 8 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "octaves" - 2: - return "period" - 3: - return "lacunarity" - 4: - return "persistence" - 5: - return "angle" - 6: - return "amplitude" - 7: - return "shift" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_SCALAR - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - 7: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "result" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/generic2d_fractal.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return "%s = _genericNoise2DFBM(%s.xy, int(%s), %s.xy, %s, %s, %s, %s, %s.xy);" % [ - output_vars[0], uv, input_vars[1], input_vars[2], input_vars[3], - input_vars[4], input_vars[5], input_vars[6], input_vars[7]] diff --git a/shaderV/rgba/noise/fractal/generic2d_fractal.gdshaderinc b/shaderV/rgba/noise/fractal/generic2d_fractal.gdshaderinc deleted file mode 100644 index cfada3c..0000000 --- a/shaderV/rgba/noise/fractal/generic2d_fractal.gdshaderinc +++ /dev/null @@ -1,29 +0,0 @@ -float _hash2_gener1c2DFractal(vec2 _p_hash2_gener1c) { - return (fract(1e4 * sin(17.0 * _p_hash2_gener1c.x + _p_hash2_gener1c.y * 0.1) * - (0.1 + abs(sin(_p_hash2_gener1c.y * 13.0 + _p_hash2_gener1c.x))))); -} -float _genericNoise2DFractal(vec2 _x_gener1c2D) { - vec2 _temp_i_gener1c2D = floor(_x_gener1c2D); - vec2 _temp_f_gener1c2D = fract(_x_gener1c2D); - - float _a_g1n2 = _hash2_gener1c2DFractal(_temp_i_gener1c2D); - float _b_g1n2 = _hash2_gener1c2DFractal(_temp_i_gener1c2D + vec2(1.0, 0.0)); - float _c_g1n2 = _hash2_gener1c2DFractal(_temp_i_gener1c2D + vec2(0.0, 1.0)); - float _d_g1n2 = _hash2_gener1c2DFractal(_temp_i_gener1c2D + vec2(1.0, 1.0)); - - vec2 _u_g1n2 = _temp_f_gener1c2D * _temp_f_gener1c2D * (3.0 - 2.0 * _temp_f_gener1c2D); - return (mix(_a_g1n2, _b_g1n2, _u_g1n2.x) + (_c_g1n2 - _a_g1n2) * - _u_g1n2.y * (1.0 - _u_g1n2.x) + (_d_g1n2 - _b_g1n2) * _u_g1n2.x * _u_g1n2.y); -} -float _genericNoise2DFBM(vec2 _uv_gnfbm, int _oct_gnfbm, vec2 _per_gnfbm, float _lac_gnfbm, - float _persist_gnfbm, float _rot_gnfbm, float _ampl_gnfbm, vec2 _shift_gnfbm) { - float _v = 0.0; - float _a = _ampl_gnfbm; - mat2 _r0t = mat2(vec2(cos(_rot_gnfbm), sin(_rot_gnfbm)), vec2(-sin(_rot_gnfbm), cos(_rot_gnfbm))); - for (int i = 0; i < _oct_gnfbm; ++i) { - _v += _a * _genericNoise2DFractal(_uv_gnfbm * _per_gnfbm); - _uv_gnfbm = _r0t * _uv_gnfbm * _lac_gnfbm + _shift_gnfbm; - _a *= _persist_gnfbm; - } - return _v; -} \ No newline at end of file diff --git a/shaderV/rgba/noise/fractal/perlin2d_fractal.gd b/shaderV/rgba/noise/fractal/perlin2d_fractal.gd deleted file mode 100644 index 0e7372f..0000000 --- a/shaderV/rgba/noise/fractal/perlin2d_fractal.gd +++ /dev/null @@ -1,91 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoisePerlin2dFractal - -func _init(): - set_input_port_default_value(1, 6) - set_input_port_default_value(2, Vector3(2, 2, 0)) - set_input_port_default_value(3, 2.0) - set_input_port_default_value(4, 0.8) - set_input_port_default_value(5, 0.5) - set_input_port_default_value(6, 0.6) - set_input_port_default_value(7, Vector3(0.5, 0.5, 0)) - -func _get_name() -> String: - return "FractalPerlinNoise2D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "NoiseFractal" - -func _get_description() -> String: - return "Fractal 2D Perlin Noise" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 8 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "octaves" - 2: - return "period" - 3: - return "lacunarity" - 4: - return "persistence" - 5: - return "angle" - 6: - return "amplitude" - 7: - return "shift" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_SCALAR - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - 7: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "result" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/perlin2d_fractal.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return "%s = _perlinNoise2DFBM(%s.xy, int(%s), %s.xy, %s, %s, %s, %s, %s.xy);" % [ - output_vars[0], uv, input_vars[1], input_vars[2], input_vars[3], - input_vars[4], input_vars[5], input_vars[6], input_vars[7]] diff --git a/shaderV/rgba/noise/fractal/perlin2d_fractal.gdshaderinc b/shaderV/rgba/noise/fractal/perlin2d_fractal.gdshaderinc deleted file mode 100644 index 6a70ed3..0000000 --- a/shaderV/rgba/noise/fractal/perlin2d_fractal.gdshaderinc +++ /dev/null @@ -1,53 +0,0 @@ -float _perlin2dNoiseFuncFractal(vec2 P) { - vec4 Pi = floor(vec4(P, P)) + vec4(0.0, 0.0, 1.0, 1.0); - vec4 Pf = fract(vec4(P, P)) - vec4(0.0, 0.0, 1.0, 1.0); - - Pi = Pi - floor(Pi * (1.0 / 289.0)) * 289.0; - vec4 ix = Pi.xzxz; - vec4 iy = Pi.yyww; - vec4 fx = Pf.xzxz; - vec4 fy = Pf.yyww; - - vec4 i = (((((((ix*34.0)+1.0)*ix)-floor((((ix*34.0)+1.0)*ix)*(1.0/289.0))*289.0 + iy)*34.0)+1.0)* - ((((ix*34.0)+1.0)*ix)-floor((((ix*34.0)+1.0)*ix)*(1.0/289.0))*289.0 + iy))- - floor((((((((ix*34.0)+1.0)*ix)-floor((((ix*34.0)+1.0)*ix)*(1.0/289.0))*289.0 + iy)*34.0)+1.0)* - ((((ix*34.0)+1.0)*ix)-floor((((ix*34.0)+1.0)*ix)*(1.0/289.0))*289.0 + iy))*(1.0/289.0))*289.0; - - vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ; - vec4 gy = abs(gx) - 0.5 ; - vec4 tx = floor(gx + 0.5); - gx = gx - tx; - - vec2 g00 = vec2(gx.x,gy.x); - vec2 g10 = vec2(gx.y,gy.y); - vec2 g01 = vec2(gx.z,gy.z); - vec2 g11 = vec2(gx.w,gy.w); - - vec4 norm = 1.79284291400159 - 0.85373472095314 * vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)); - g00 *= norm.x; - g01 *= norm.y; - g10 *= norm.z; - g11 *= norm.w; - - float n00 = dot(g00, vec2(fx.x, fy.x)); - float n10 = dot(g10, vec2(fx.y, fy.y)); - float n01 = dot(g01, vec2(fx.z, fy.z)); - float n11 = dot(g11, vec2(fx.w, fy.w)); - - vec2 fade_xy = Pf.xy * Pf.xy * Pf.xy * (Pf.xy * (Pf.xy * 6.0 - 15.0) + 10.0); - vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x); - float n_xy = mix(n_x.x, n_x.y, fade_xy.y); - return 2.3 * n_xy; -} -float _perlinNoise2DFBM(vec2 _uv_pn2fbm, int _oct_pn2fbm, vec2 _per_pn2fbm, float _lac_pn2fbm, - float _persist_pn2fbm, float _rot_pn2fbm, float _ampl_pn2fbm, vec2 _shift_pn2fbm) { - float _v = 0.0; - float _a = _ampl_pn2fbm; - mat2 _r0t = mat2(vec2(cos(_rot_pn2fbm), sin(_rot_pn2fbm)), vec2(-sin(_rot_pn2fbm), cos(_rot_pn2fbm))); - for (int i = 0; i < _oct_pn2fbm; ++i) { - _v += _a * _perlin2dNoiseFuncFractal(_uv_pn2fbm * _per_pn2fbm); - _uv_pn2fbm = _r0t * _uv_pn2fbm * _lac_pn2fbm + _shift_pn2fbm; - _a *= _persist_pn2fbm; - } - return (min(_v, 1.0) + 1.0) * 0.5; -} \ No newline at end of file diff --git a/shaderV/rgba/noise/fractal/perlin3d_fractal.gd b/shaderV/rgba/noise/fractal/perlin3d_fractal.gd deleted file mode 100644 index 5625a4d..0000000 --- a/shaderV/rgba/noise/fractal/perlin3d_fractal.gd +++ /dev/null @@ -1,96 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoisePerlin3dFractal - -func _init(): - set_input_port_default_value(1, 6) - set_input_port_default_value(2, Vector3(2, 2, 0)) - set_input_port_default_value(3, 2.0) - set_input_port_default_value(4, 0.8) - set_input_port_default_value(5, 0.5) - set_input_port_default_value(6, 0.6) - set_input_port_default_value(7, Vector3(0.5, 0.5, 0)) - set_input_port_default_value(8, 0.0) - -func _get_name() -> String: - return "FractalPerlinNoise3D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "NoiseFractal" - -func _get_description() -> String: - return "Fractal 3D Perlin Noise" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 9 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "octaves" - 2: - return "period" - 3: - return "lacunarity" - 4: - return "persistence" - 5: - return "angle" - 6: - return "amplitude" - 7: - return "shift" - 8: - return "time" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_SCALAR - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - 7: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 8: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "result" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/perlin3d_fractal.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return "%s = _perlinNoise3DFBM(%s.xy, int(%s), %s.xy, %s, %s, %s, %s, %s.xy, %s);" % [ - output_vars[0], uv, input_vars[1], input_vars[2], input_vars[3], - input_vars[4], input_vars[5], input_vars[6], input_vars[7], input_vars[8]] diff --git a/shaderV/rgba/noise/fractal/perlin3d_fractal.gdshaderinc b/shaderV/rgba/noise/fractal/perlin3d_fractal.gdshaderinc deleted file mode 100644 index 96ac8c1..0000000 --- a/shaderV/rgba/noise/fractal/perlin3d_fractal.gdshaderinc +++ /dev/null @@ -1,82 +0,0 @@ -float _perlin3dNoiseFractalFunc(vec3 P) { - vec3 Pi0 = floor(P); - vec3 Pi1 = Pi0 + vec3(1.0); - Pi0 = Pi0 - floor(Pi0 * (1.0 / 289.0)) * 289.0; - Pi1 = Pi1 - floor(Pi1 * (1.0 / 289.0)) * 289.0; - vec3 Pf0 = fract(P); - vec3 Pf1 = Pf0 - vec3(1.0); - vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); - vec4 iy = vec4(Pi0.yy, Pi1.yy); - vec4 iz0 = vec4(Pi0.z); - vec4 iz1 = vec4(Pi1.z); - - vec4 ixy = (((((((ix*34.0)+1.0)*ix)-floor(((ix*34.0)+1.0)*ix*(1.0/289.0))*289.0 + iy)*34.0)+1.0)* - ((((ix*34.0)+1.0)*ix)-floor(((ix*34.0)+1.0)*ix*(1.0/289.0))*289.0 + iy))- - floor(((((((ix*34.0)+1.0)*ix)-floor(((ix*34.0)+1.0)*ix*(1.0/289.0))*289.0 + iy)*34.0)+1.0)* - ((((ix*34.0)+1.0)*ix)-floor(((ix*34.0)+1.0)*ix*(1.0/289.0))*289.0 + iy)*(1.0/289.0))*289.0; - vec4 ixy0 = ((((ixy + iz0)*34.0)+1.0)*(ixy + iz0))-floor((((ixy + iz0)*34.0)+1.0)*(ixy + iz0)*(1.0/289.0))*289.0; - vec4 ixy1 = ((((ixy + iz1)*34.0)+1.0)*(ixy + iz1))-floor((((ixy + iz1)*34.0)+1.0)*(ixy + iz1)*(1.0/289.0))*289.0; - - vec4 gx0 = ixy0 * (1.0 / 7.0); - vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; - gx0 = fract(gx0); - vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); - vec4 sz0 = step(gz0, vec4(0.0)); - gx0 -= sz0 * (step(0.0, gx0) - 0.5); - gy0 -= sz0 * (step(0.0, gy0) - 0.5); - - vec4 gx1 = ixy1 * (1.0 / 7.0); - vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; - gx1 = fract(gx1); - vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); - vec4 sz1 = step(gz1, vec4(0.0)); - gx1 -= sz1 * (step(0.0, gx1) - 0.5); - gy1 -= sz1 * (step(0.0, gy1) - 0.5); - - vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); - vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); - vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); - vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); - vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); - vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); - vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); - vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); - - vec4 norm0 = 1.79284291400159 - 0.85373472095314 * vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)); - g000 *= norm0.x; - g010 *= norm0.y; - g100 *= norm0.z; - g110 *= norm0.w; - vec4 norm1 = 1.79284291400159 - 0.85373472095314 * vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)); - g001 *= norm1.x; - g011 *= norm1.y; - g101 *= norm1.z; - g111 *= norm1.w; - - float n000 = dot(g000, Pf0); - float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); - float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); - float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); - float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); - float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); - float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); - float n111 = dot(g111, Pf1); - - vec3 fade_xyz = Pf0 * Pf0 * Pf0 * (Pf0 * (Pf0 * 6.0 - 15.0) + 10.0); - vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); - vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); - float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); - return 2.2 * n_xyz; -} -float _perlinNoise3DFBM(vec2 _uv_pn3fbm, int _oct_pn3fbm, vec2 _per_pn3fbm, float _lac_pn3fbm, - float _persist_pn3fbm, float _rot_pn3fbm, float _ampl_pn3fbm, vec2 _shift_pn3fbm, float _time_pn3fbm) { - float _v = 0.0; - float _a = _ampl_pn3fbm; - mat2 _r0t = mat2(vec2(cos(_rot_pn3fbm), sin(_rot_pn3fbm)), vec2(-sin(_rot_pn3fbm), cos(_rot_pn3fbm))); - for (int i = 0; i < _oct_pn3fbm; ++i) { - _v += _a * _perlin3dNoiseFractalFunc(vec3(_uv_pn3fbm * _per_pn3fbm, _time_pn3fbm)); - _uv_pn3fbm = _r0t * _uv_pn3fbm * _lac_pn3fbm + _shift_pn3fbm; - _a *= _persist_pn3fbm; - } - return (min(_v, 1.0) + 1.0) * 0.5; -} \ No newline at end of file diff --git a/shaderV/rgba/noise/fractal/perlin4d_fractal.gd b/shaderV/rgba/noise/fractal/perlin4d_fractal.gd deleted file mode 100644 index 3a03a3a..0000000 --- a/shaderV/rgba/noise/fractal/perlin4d_fractal.gd +++ /dev/null @@ -1,101 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoisePerlin4dFractal - -func _init(): - set_input_port_default_value(1, 6) - set_input_port_default_value(2, Vector3(2, 2, 0)) - set_input_port_default_value(3, 2.0) - set_input_port_default_value(4, 0.8) - set_input_port_default_value(5, 0.5) - set_input_port_default_value(6, 0.6) - set_input_port_default_value(7, Vector3(0.5, 0.5, 0)) - set_input_port_default_value(8, 0.0) - set_input_port_default_value(9, 0.0) - -func _get_name() -> String: - return "FractalPerlinNoise4D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "NoiseFractal" - -func _get_description() -> String: - return "Fractal 4D Perlin Noise" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 10 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "octaves" - 2: - return "period" - 3: - return "lacunarity" - 4: - return "persistence" - 5: - return "angle" - 6: - return "amplitude" - 7: - return "shift" - 8: - return "z" - 9: - return "time" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_SCALAR - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - 7: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 8: - return VisualShaderNode.PORT_TYPE_SCALAR - 9: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "result" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/perlin4d_fractal.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return "%s = _perlinNoise4DFBM(%s.xy, int(%s), %s.xy, %s, %s, %s, %s, %s.xy, %s, %s);" % [ - output_vars[0], uv, input_vars[1], input_vars[2], input_vars[3], - input_vars[4], input_vars[5], input_vars[6], input_vars[7], input_vars[9], input_vars[8]] diff --git a/shaderV/rgba/noise/fractal/perlin4d_fractal.gdshaderinc b/shaderV/rgba/noise/fractal/perlin4d_fractal.gdshaderinc deleted file mode 100644 index a094f3e..0000000 --- a/shaderV/rgba/noise/fractal/perlin4d_fractal.gdshaderinc +++ /dev/null @@ -1,147 +0,0 @@ -vec4 _permute_perlin4d_noise_fractal_func(vec4 x) { - return ((x*34.0)+1.0)*x - floor(((x*34.0)+1.0)*x * (1.0 / 289.0)) * 289.0; -} -float _perlin4dNoiseFractalFunc(vec4 P) { - vec4 Pi0 = floor(P); - vec4 Pi1 = Pi0 + 1.0; - Pi0 = Pi0 - floor(Pi0 * (1.0 / 289.0)) * 289.0; - Pi1 = Pi1 - floor(Pi1 * (1.0 / 289.0)) * 289.0; - vec4 Pf0 = fract(P); - vec4 Pf1 = Pf0 - 1.0; - vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); - vec4 iy = vec4(Pi0.yy, Pi1.yy); - vec4 iz0 = vec4(Pi0.zzzz); - vec4 iz1 = vec4(Pi1.zzzz); - vec4 iw0 = vec4(Pi0.wwww); - vec4 iw1 = vec4(Pi1.wwww); - - vec4 ixy = _permute_perlin4d_noise_fractal_func(_permute_perlin4d_noise_fractal_func(ix) + iy); - vec4 ixy0 = _permute_perlin4d_noise_fractal_func(ixy + iz0); - vec4 ixy1 = _permute_perlin4d_noise_fractal_func(ixy + iz1); - vec4 ixy00 = _permute_perlin4d_noise_fractal_func(ixy0 + iw0); - vec4 ixy01 = _permute_perlin4d_noise_fractal_func(ixy0 + iw1); - vec4 ixy10 = _permute_perlin4d_noise_fractal_func(ixy1 + iw0); - vec4 ixy11 = _permute_perlin4d_noise_fractal_func(ixy1 + iw1); - - vec4 gx00 = ixy00 * (1.0 / 7.0); - vec4 gy00 = floor(gx00) * (1.0 / 7.0); - vec4 gz00 = floor(gy00) * (1.0 / 6.0); - gx00 = fract(gx00) - 0.5; - gy00 = fract(gy00) - 0.5; - gz00 = fract(gz00) - 0.5; - vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); - vec4 sw00 = step(gw00, vec4(0.0)); - gx00 -= sw00 * (step(0.0, gx00) - 0.5); - gy00 -= sw00 * (step(0.0, gy00) - 0.5); - - vec4 gx01 = ixy01 * (1.0 / 7.0); - vec4 gy01 = floor(gx01) * (1.0 / 7.0); - vec4 gz01 = floor(gy01) * (1.0 / 6.0); - gx01 = fract(gx01) - 0.5; - gy01 = fract(gy01) - 0.5; - gz01 = fract(gz01) - 0.5; - vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); - vec4 sw01 = step(gw01, vec4(0.0)); - gx01 -= sw01 * (step(0.0, gx01) - 0.5); - gy01 -= sw01 * (step(0.0, gy01) - 0.5); - - vec4 gx10 = ixy10 * (1.0 / 7.0); - vec4 gy10 = floor(gx10) * (1.0 / 7.0); - vec4 gz10 = floor(gy10) * (1.0 / 6.0); - gx10 = fract(gx10) - 0.5; - gy10 = fract(gy10) - 0.5; - gz10 = fract(gz10) - 0.5; - vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); - vec4 sw10 = step(gw10, vec4(0.0)); - gx10 -= sw10 * (step(0.0, gx10) - 0.5); - gy10 -= sw10 * (step(0.0, gy10) - 0.5); - - vec4 gx11 = ixy11 * (1.0 / 7.0); - vec4 gy11 = floor(gx11) * (1.0 / 7.0); - vec4 gz11 = floor(gy11) * (1.0 / 6.0); - gx11 = fract(gx11) - 0.5; - gy11 = fract(gy11) - 0.5; - gz11 = fract(gz11) - 0.5; - vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); - vec4 sw11 = step(gw11, vec4(0.0)); - gx11 -= sw11 * (step(0.0, gx11) - 0.5); - gy11 -= sw11 * (step(0.0, gy11) - 0.5); - - vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x); - vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y); - vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z); - vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w); - vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x); - vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y); - vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z); - vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w); - vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x); - vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y); - vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z); - vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w); - vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x); - vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y); - vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z); - vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w); - - vec4 norm00 = 1.79284291400159 - 0.85373472095314 * vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)); - g0000 *= norm00.x; - g0100 *= norm00.y; - g1000 *= norm00.z; - g1100 *= norm00.w; - - vec4 norm01 = 1.79284291400159 - 0.85373472095314 * vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)); - g0001 *= norm01.x; - g0101 *= norm01.y; - g1001 *= norm01.z; - g1101 *= norm01.w; - - vec4 norm10 = 1.79284291400159 - 0.85373472095314 * vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)); - g0010 *= norm10.x; - g0110 *= norm10.y; - g1010 *= norm10.z; - g1110 *= norm10.w; - - vec4 norm11 = 1.79284291400159 - 0.85373472095314 * vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)); - g0011 *= norm11.x; - g0111 *= norm11.y; - g1011 *= norm11.z; - g1111 *= norm11.w; - - float n0000 = dot(g0000, Pf0); - float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw)); - float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw)); - float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw)); - float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w)); - float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); - float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w)); - float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w)); - float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w)); - float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w)); - float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); - float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w)); - float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw)); - float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw)); - float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw)); - float n1111 = dot(g1111, Pf1); - - vec4 fade_xyzw = Pf0 * Pf0 * Pf0 * (Pf0 * (Pf0 * 6.0 - 15.0) + 10.0); - vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w); - vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w); - vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z); - vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y); - float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); - return 2.2 * n_xyzw; -} -float _perlinNoise4DFBM(vec2 _uv_pn4fbm, int _oct_pn4fbm, vec2 _per_pn4fbm, float _lac_pn4fbm, float _persist_pn4fbm, - float _rot_pn4fbm, float _ampl_pn4fbm, vec2 _shift_pn4fbm, float _time_pn4fbm, float _z_pn4fbm) { - float _v = 0.0; - float _a = _ampl_pn4fbm; - mat2 _r0t = mat2(vec2(cos(_rot_pn4fbm), sin(_rot_pn4fbm)), vec2(-sin(_rot_pn4fbm), cos(_rot_pn4fbm))); - for (int i = 0; i < _oct_pn4fbm; ++i) { - _v += _a * _perlin4dNoiseFractalFunc(vec4(_uv_pn4fbm * _per_pn4fbm, _time_pn4fbm, _z_pn4fbm)); - _uv_pn4fbm = _r0t * _uv_pn4fbm * _lac_pn4fbm + _shift_pn4fbm; - _a *= _persist_pn4fbm; - } - return (min(_v, 1.0) + 1.0) * 0.5; -} \ No newline at end of file diff --git a/shaderV/rgba/noise/fractal/simplex2d_fractal.gd b/shaderV/rgba/noise/fractal/simplex2d_fractal.gd deleted file mode 100644 index 77b4ed8..0000000 --- a/shaderV/rgba/noise/fractal/simplex2d_fractal.gd +++ /dev/null @@ -1,91 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoiseSimplex2dFractal - -func _init(): - set_input_port_default_value(1, 6) - set_input_port_default_value(2, Vector3(2, 2, 0)) - set_input_port_default_value(3, 2.0) - set_input_port_default_value(4, 0.8) - set_input_port_default_value(5, 0.5) - set_input_port_default_value(6, 0.5) - set_input_port_default_value(7, Vector3(0.5, 0.5, 0)) - -func _get_name() -> String: - return "FractalSimplexNoise2D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "NoiseFractal" - -func _get_description() -> String: - return "Fractal 2D Simplex Noise" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 8 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "octaves" - 2: - return "period" - 3: - return "lacunarity" - 4: - return "persistence" - 5: - return "angle" - 6: - return "amplitude" - 7: - return "shift" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_SCALAR - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - 7: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "result" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/simplex2d_fractal.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return "%s = _simplexNoise2DFBM(%s.xy, int(%s), %s.xy, %s, %s, %s, %s, %s.xy);" % [ - output_vars[0], uv, input_vars[1], input_vars[2], input_vars[3], - input_vars[4], input_vars[5], input_vars[6], input_vars[7]] diff --git a/shaderV/rgba/noise/fractal/simplex2d_fractal.gdshaderinc b/shaderV/rgba/noise/fractal/simplex2d_fractal.gdshaderinc deleted file mode 100644 index 27df4b2..0000000 --- a/shaderV/rgba/noise/fractal/simplex2d_fractal.gdshaderinc +++ /dev/null @@ -1,49 +0,0 @@ -vec3 _permute_simplex2_noise_fractal(vec3 x) { - return ((x*34.0)+1.0)*x-floor(((x*34.0)+1.0)*x*(1.0/289.0))*289.0; -} - -float _simplex2dNoiseFractalFunc(vec2 v) { - vec4 C = vec4(0.211324865405187, - 0.366025403784439, - -0.577350269189626, - 0.024390243902439); - - vec2 i = floor(v + dot(v, C.yy) ); - vec2 x0 = v - i + dot(i, C.xx); - - vec2 i1; - i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); - vec4 x12 = vec4(x0.xy, x0.xy) + C.xxzz; - x12.xy -= i1; - - i = i - floor(i * (1.0 / 289.0)) * 289.0; - vec3 p = _permute_simplex2_noise_fractal(_permute_simplex2_noise_fractal(i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0)); - - vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), vec3(0.0)); - m = m * m; - m = m * m; - - vec3 x = 2.0 * fract(p * C.www) - 1.0; - vec3 h = abs(x) - 0.5; - vec3 ox = floor(x + 0.5); - vec3 a0 = x - ox; - - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - - vec3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); -} -float _simplexNoise2DFBM(vec2 _uv_sn2fbm, int _oct_sn2fbm, vec2 _per_sn2fbm, float _lac_sn2fbm, - float _persist_sn2fbm, float _rot_sn2fbm, float _ampl_sn2fbm, vec2 _shift_sn2fbm) { - float _v = 0.0; - float _a = _ampl_sn2fbm; - mat2 _r0t = mat2(vec2(cos(_rot_sn2fbm), sin(_rot_sn2fbm)), vec2(-sin(_rot_sn2fbm), cos(_rot_sn2fbm))); - for (int i = 0; i < _oct_sn2fbm; ++i) { - _v += _a * _simplex2dNoiseFractalFunc(_uv_sn2fbm * _per_sn2fbm); - _uv_sn2fbm = _r0t * _uv_sn2fbm * _lac_sn2fbm + _shift_sn2fbm; - _a *= _persist_sn2fbm; - } - return (min(_v, 1.0) + 1.0) * 0.5; -} \ No newline at end of file diff --git a/shaderV/rgba/noise/fractal/simplex3d_fractal.gd b/shaderV/rgba/noise/fractal/simplex3d_fractal.gd deleted file mode 100644 index 6883d75..0000000 --- a/shaderV/rgba/noise/fractal/simplex3d_fractal.gd +++ /dev/null @@ -1,96 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoiseSimplex3dFractal - -func _init(): - set_input_port_default_value(1, 6) - set_input_port_default_value(2, Vector3(2, 2, 0)) - set_input_port_default_value(3, 2.0) - set_input_port_default_value(4, 0.8) - set_input_port_default_value(5, 0.5) - set_input_port_default_value(6, 0.6) - set_input_port_default_value(7, Vector3(0.5, 0.5, 0)) - set_input_port_default_value(8, 0.0) - -func _get_name() -> String: - return "FractalSimplexNoise3D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "NoiseFractal" - -func _get_description() -> String: - return "Fractal 3D Simplex Noise" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 9 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "octaves" - 2: - return "period" - 3: - return "lacunarity" - 4: - return "persistence" - 5: - return "angle" - 6: - return "amplitude" - 7: - return "shift" - 8: - return "time" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_SCALAR - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - 7: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 8: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "result" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/simplex3d_fractal.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return "%s = _simplexNoise3DFBM(%s.xy, int(%s), %s.xy, %s, %s, %s, %s, %s.xy, %s);" % [ - output_vars[0], uv, input_vars[1], input_vars[2], input_vars[3], - input_vars[4], input_vars[5], input_vars[6], input_vars[7], input_vars[8]] diff --git a/shaderV/rgba/noise/fractal/simplex3d_fractal.gdshaderinc b/shaderV/rgba/noise/fractal/simplex3d_fractal.gdshaderinc deleted file mode 100644 index 127c062..0000000 --- a/shaderV/rgba/noise/fractal/simplex3d_fractal.gdshaderinc +++ /dev/null @@ -1,74 +0,0 @@ -vec4 _permute_simplex3_noise_fractal(vec4 x) { - return ((x * 34.0) + 1.0) * x - floor(((x * 34.0) + 1.0) * x * (1.0 / 289.0)) * 289.0; -} -float _simplex3dNoiseFractalFunc(vec3 v) { - vec2 C = vec2(1.0/6.0, 1.0/3.0) ; - vec4 D = vec4(0.0, 0.5, 1.0, 2.0); - - vec3 i = floor(v + dot(v, vec3(C.y))); - vec3 x0 = v - i + dot(i, vec3(C.x)) ; - - vec3 g = step(x0.yzx, x0.xyz); - vec3 l = 1.0 - g; - vec3 i1 = min( g.xyz, l.zxy ); - vec3 i2 = max( g.xyz, l.zxy ); - - vec3 x1 = x0 - i1 + vec3(C.x); - vec3 x2 = x0 - i2 + vec3(C.y); - vec3 x3 = x0 - D.yyy; - - i = i - floor(i * (1.0 / 289.0)) * 289.0; - vec4 p = _permute_simplex3_noise_fractal(_permute_simplex3_noise_fractal(_permute_simplex3_noise_fractal( - i.z + vec4(0.0, i1.z, i2.z, 1.0)) - + i.y + vec4(0.0, i1.y, i2.y, 1.0)) - + i.x + vec4(0.0, i1.x, i2.x, 1.0)); - - float n_ = 0.142857142857; - vec3 ns = n_ * D.wyz - D.xzx; - - vec4 j = p - 49.0 * floor(p * ns.z * ns.z); - - vec4 x_ = floor(j * ns.z); - vec4 y_ = floor(j - 7.0 * x_ ); - - vec4 x = x_ *ns.x + vec4(ns.y); - vec4 y = y_ *ns.x + vec4(ns.y); - vec4 h = 1.0 - abs(x) - abs(y); - - vec4 b0 = vec4( x.xy, y.xy ); - vec4 b1 = vec4( x.zw, y.zw ); - - vec4 s0 = floor(b0)*2.0 + 1.0; - vec4 s1 = floor(b1)*2.0 + 1.0; - vec4 sh = -step(h, vec4(0.0)); - - vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; - vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; - - vec3 p0 = vec3(a0.xy,h.x); - vec3 p1 = vec3(a0.zw,h.y); - vec3 p2 = vec3(a1.xy,h.z); - vec3 p3 = vec3(a1.zw,h.w); - - vec4 norm = 2.79284291400159 - 0.85373472095314 * vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)); - p0 *= norm.x; - p1 *= norm.y; - p2 *= norm.z; - p3 *= norm.w; - - vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), vec4(0.0)); - m = m * m; - return 22.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); -} -float _simplexNoise3DFBM(vec2 _uv_sn3fbm, int _oct_sn3fbm, vec2 _per_sn3fbm, float _lac_sn3fbm, - float _persist_sn3fbm, float _rot_sn3fbm, float _ampl_sn3fbm, vec2 _shift_sn3fbm, float _time_sn3fbm) { - float _v = 0.0; - float _a = _ampl_sn3fbm; - mat2 _r0t = mat2(vec2(cos(_rot_sn3fbm), sin(_rot_sn3fbm)), vec2(-sin(_rot_sn3fbm), cos(_rot_sn3fbm))); - for (int i = 0; i < _oct_sn3fbm; ++i) { - _v += _a * _simplex3dNoiseFractalFunc(vec3(_uv_sn3fbm * _per_sn3fbm, _time_sn3fbm)); - _uv_sn3fbm = _r0t * _uv_sn3fbm * _lac_sn3fbm + _shift_sn3fbm; - _a *= _persist_sn3fbm; - } - return (min(_v, 1.0) + 1.0) * 0.5; -} \ No newline at end of file diff --git a/shaderV/rgba/noise/fractal/simplex4d_fractal.gd b/shaderV/rgba/noise/fractal/simplex4d_fractal.gd deleted file mode 100644 index 4f19fed..0000000 --- a/shaderV/rgba/noise/fractal/simplex4d_fractal.gd +++ /dev/null @@ -1,101 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoiseSimplex4dFractal - -func _init(): - set_input_port_default_value(1, 6) - set_input_port_default_value(2, Vector3(2, 2, 0)) - set_input_port_default_value(3, 2.0) - set_input_port_default_value(4, 0.8) - set_input_port_default_value(5, 0.5) - set_input_port_default_value(6, 0.6) - set_input_port_default_value(7, Vector3(0.5, 0.5, 0)) - set_input_port_default_value(8, 0.0) - set_input_port_default_value(9, 0.0) - -func _get_name() -> String: - return "FractalSimplexNoise4D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "NoiseFractal" - -func _get_description() -> String: - return "Fractal 4D Simplex Noise" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 10 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "octaves" - 2: - return "period" - 3: - return "lacunarity" - 4: - return "persistence" - 5: - return "angle" - 6: - return "amplitude" - 7: - return "shift" - 8: - return "z" - 9: - return "time" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_SCALAR - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - 7: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 8: - return VisualShaderNode.PORT_TYPE_SCALAR - 9: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "result" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/simplex4d_fractal.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return "%s = _simplexNoise4DFBM(%s.xy, int(%s), %s.xy, %s, %s, %s, %s, %s.xy, %s, %s);" % [ - output_vars[0], uv, input_vars[1], input_vars[2], input_vars[3], - input_vars[4], input_vars[5], input_vars[6], input_vars[7], input_vars[9], input_vars[8]] diff --git a/shaderV/rgba/noise/fractal/simplex4d_fractal.gdshaderinc b/shaderV/rgba/noise/fractal/simplex4d_fractal.gdshaderinc deleted file mode 100644 index 13293a4..0000000 --- a/shaderV/rgba/noise/fractal/simplex4d_fractal.gdshaderinc +++ /dev/null @@ -1,85 +0,0 @@ -vec4 _permute_4_s4_noise_fractal(vec4 x) { - return ((x * 34.0) + 1.0) * x - floor(((x * 34.0) + 1.0) * x * (1.0 / 289.0)) * 289.0; -} -float _permute_s4_noise_fractal(float x) { - return ((x * 34.0) + 1.0) * x - floor(((x * 34.0) + 1.0) * x * (1.0 / 289.0)) * 289.0; -} -vec4 _grad4_s4_noise_fractal(float j, vec4 ip) { - vec4 ones = vec4(1.0, 1.0, 1.0, -1.0); - vec4 p, s; - p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0; - p.w = 1.5 - dot(abs(p.xyz), ones.xyz); - s = vec4(lessThan(p, vec4(0.0))); - p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; - return p; -} -float _simplex4dNoiseFractalFunc(vec4 v) { - vec4 C = vec4( 0.138196601125011, - 0.276393202250021, - 0.414589803375032, - -0.447213595499958); - - vec4 i = floor(v + dot(v, vec4(0.309016994374947451)) ); - vec4 x0 = v - i + dot(i, C.xxxx); - - vec4 i0; - vec3 isX = step( x0.yzw, x0.xxx ); - vec3 isYZ = step( x0.zww, x0.yyz ); - i0.x = isX.x + isX.y + isX.z; - i0.yzw = 1.0 - isX; - i0.y += isYZ.x + isYZ.y; - i0.zw += 1.0 - isYZ.xy; - i0.z += isYZ.z; - i0.w += 1.0 - isYZ.z; - - vec4 i3 = clamp( i0, 0.0, 1.0 ); - vec4 i2 = clamp( i0-1.0, 0.0, 1.0 ); - vec4 i1 = clamp( i0-2.0, 0.0, 1.0 ); - - vec4 x1 = x0 - i1 + C.xxxx; - vec4 x2 = x0 - i2 + C.yyyy; - vec4 x3 = x0 - i3 + C.zzzz; - vec4 x4 = x0 + C.wwww; - - i = i - floor(i * (1.0 / 289.0)) * 289.0; - float j0 = _permute_s4_noise_fractal( _permute_s4_noise_fractal( _permute_s4_noise_fractal( _permute_s4_noise_fractal(i.w) + i.z) + i.y) + i.x); - vec4 j1 = _permute_4_s4_noise_fractal( _permute_4_s4_noise_fractal( _permute_4_s4_noise_fractal( _permute_4_s4_noise_fractal ( - i.w + vec4(i1.w, i2.w, i3.w, 1.0 )) - + i.z + vec4(i1.z, i2.z, i3.z, 1.0 )) - + i.y + vec4(i1.y, i2.y, i3.y, 1.0 )) - + i.x + vec4(i1.x, i2.x, i3.x, 1.0 )); - - vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ; - - vec4 p0 = _grad4_s4_noise_fractal(j0, ip); - vec4 p1 = _grad4_s4_noise_fractal(j1.x, ip); - vec4 p2 = _grad4_s4_noise_fractal(j1.y, ip); - vec4 p3 = _grad4_s4_noise_fractal(j1.z, ip); - vec4 p4 = _grad4_s4_noise_fractal(j1.w, ip); - - vec4 norm = 2.79284291400159 - 1.85373472095314 * vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)); - p0 *= norm.x; - p1 *= norm.y; - p2 *= norm.z; - p3 *= norm.w; - p4 *= 2.79284291400159 - 1.85373472095314 * dot(p4,p4); - - vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), vec3(0.0)); - vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4)), vec2(0.0)); - m0 = m0 * m0; - m1 = m1 * m1; - return 33.0 *(dot(m0*m0, vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2))) - + dot(m1*m1, vec2(dot(p3, x3), dot(p4, x4)))); -} -float _simplexNoise4DFBM(vec2 _uv_sn4fbm, int _oct_sn4fbm, vec2 _per_sn4fbm, float _lac_sn4fbm, float _persist_sn4fbm, - float _rot_sn4fbm, float _ampl_sn4fbm, vec2 _shift_sn4fbm, float _time_sn4fbm, float _z_sn4fbm) { - float _v = 0.0; - float _a = _ampl_sn4fbm; - mat2 _r0t = mat2(vec2(cos(_rot_sn4fbm), sin(_rot_sn4fbm)), vec2(-sin(_rot_sn4fbm), cos(_rot_sn4fbm))); - for (int i = 0; i < _oct_sn4fbm; ++i) { - _v += _a * _simplex4dNoiseFractalFunc(vec4(_uv_sn4fbm * _per_sn4fbm, _time_sn4fbm, _z_sn4fbm)); - _uv_sn4fbm = _r0t * _uv_sn4fbm * _lac_sn4fbm + _shift_sn4fbm; - _a *= _persist_sn4fbm; - } - return (min(_v, 1.0) + 1.0) * 0.5; -} \ No newline at end of file diff --git a/shaderV/rgba/noise/fractal/worley2d_fractal.gd b/shaderV/rgba/noise/fractal/worley2d_fractal.gd deleted file mode 100644 index cfd0f5a..0000000 --- a/shaderV/rgba/noise/fractal/worley2d_fractal.gd +++ /dev/null @@ -1,101 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoiseWorley2dFractal - -func _init(): - set_input_port_default_value(1, 6) - set_input_port_default_value(2, Vector3(2, 2, 0)) - set_input_port_default_value(3, 2.0) - set_input_port_default_value(4, 0.8) - set_input_port_default_value(5, 0.5) - set_input_port_default_value(6, 0.3) - set_input_port_default_value(7, Vector3(0.5, 0.5, 0)) - set_input_port_default_value(8, 1.0) - set_input_port_default_value(9, false) - -func _get_name() -> String: - return "FractalWorleyNoise2D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "NoiseFractal" - -func _get_description() -> String: - return "Fractal WorleyNoise2D" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 10 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "octaves" - 2: - return "period" - 3: - return "lacunarity" - 4: - return "persistence" - 5: - return "angle" - 6: - return "amplitude" - 7: - return "shift" - 8: - return "jitter" - 9: - return "use_F2" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_SCALAR - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - 7: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 8: - return VisualShaderNode.PORT_TYPE_SCALAR - 9: - return VisualShaderNode.PORT_TYPE_BOOLEAN - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "result" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/worley2d_fractal.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return "%s = _cellularNoise2DFBM(%s.xy, int(%s), %s.xy, %s, %s, %s, %s, %s.xy, %s, %s);" % [ - output_vars[0], uv, input_vars[1], input_vars[2], input_vars[3], - input_vars[4], input_vars[5], input_vars[6], input_vars[7], input_vars[8], input_vars[9]] diff --git a/shaderV/rgba/noise/fractal/worley2d_fractal.gdshaderinc b/shaderV/rgba/noise/fractal/worley2d_fractal.gdshaderinc deleted file mode 100644 index c547be2..0000000 --- a/shaderV/rgba/noise/fractal/worley2d_fractal.gdshaderinc +++ /dev/null @@ -1,56 +0,0 @@ -vec2 _cellular2dNoiseFractalFunc(vec2 P, float _jitter_w2d) { - float K = 0.142857142857; // 1/7 - float Ko = 0.428571428571; // 3/7 - - vec2 Pi = floor(P) - floor(floor(P) * (1.0 / 289.0)) * 289.0; - vec2 Pf = fract(P); - vec3 oi = vec3(-1.0, 0.0, 1.0); - vec3 of = vec3(-0.5, 0.5, 1.5); - vec3 px = (34.0*(Pi.x+oi)+1.0)*(Pi.x+oi)-floor((34.0*(Pi.x+oi)+1.0)*(Pi.x+oi)*(1.0/289.0))* 289.0; - vec3 p = (34.0*(px.x+Pi.y+ oi)+1.0)*(px.x+Pi.y+ oi)-floor((34.0*(px.x+Pi.y+oi)+1.0)*(px.x+Pi.y+ oi)*(1.0/289.0))*289.0; - vec3 ox = fract(p*K) - Ko; - vec3 oy = (floor(p*K) - floor(floor(p*K) * (1.0 / 7.0)) * 7.0) * K - Ko; - vec3 dx = Pf.x + 0.5 + _jitter_w2d*ox; - vec3 dy = Pf.y - of + _jitter_w2d*oy; - vec3 d1 = dx * dx + dy * dy; - p = (34.0*(px.y+Pi.y+oi)+1.0)*(px.y+Pi.y+oi)-floor((34.0*(px.y+Pi.y+oi)+1.0)*(px.y+Pi.y+oi)*(1.0/289.0))*289.0; - ox = fract(p*K) - Ko; - oy = (floor(p*K) - floor(floor(p*K) * (1.0 / 7.0)) * 7.0) * K - Ko; - dx = Pf.x - 0.5 + _jitter_w2d*ox; - dy = Pf.y - of + _jitter_w2d*oy; - vec3 d2 = dx * dx + dy * dy; - p = (34.0*(px.z+Pi.y+oi)+1.0)*(px.z+Pi.y+oi)-floor((34.0*(px.z+Pi.y+oi)+1.0)*(px.z+Pi.y+oi)*(1.0/289.0))*289.0; - ox = fract(p*K) - Ko; - oy = (floor(p*K) - floor(floor(p*K) * (1.0 / 7.0)) * 7.0) * K - Ko; - dx = Pf.x - 1.5 + _jitter_w2d*ox; - dy = Pf.y - of + _jitter_w2d*oy; - vec3 d3 = dx * dx + dy * dy; - vec3 d1a = min(d1, d2); - d2 = max(d1, d2); - d2 = min(d2, d3); - d1 = min(d1a, d2); - d2 = max(d1a, d2); - d1.xy = (d1.x < d1.y) ? d1.xy : d1.yx; - d1.xz = (d1.x < d1.z) ? d1.xz : d1.zx; - d1.yz = min(d1.yz, d2.yz); - d1.y = min(d1.y, d1.z); - d1.y = min(d1.y, d2.x); - return sqrt(d1.xy); -} -float _cellularNoise2DFBM(vec2 _uv_cnfbm, int _oct_cnfbm, vec2 _per_cnfbm, float _lac_cnfbm, float _persist_cnfbm, - float _rot_cnfbm, float _ampl_cnfbm, vec2 _shift_cnfbm, float _jitter_cnfbm, bool _use_F2_cnfbm) { - float _v = 0.0; - float _a = _ampl_cnfbm; - mat2 _r0t = mat2(vec2(cos(_rot_cnfbm), sin(_rot_cnfbm)), vec2(-sin(_rot_cnfbm), cos(_rot_cnfbm))); - for (int i = 0; i < _oct_cnfbm; ++i) { - vec2 _cell_noiseF12 = _cellular2dNoiseFractalFunc(_uv_cnfbm * _per_cnfbm, _jitter_cnfbm); - if (_use_F2_cnfbm) { - _v += _a * _cell_noiseF12.y; - } else { - _v += _a * _cell_noiseF12.x; - } - _uv_cnfbm = _r0t * _uv_cnfbm * _lac_cnfbm + _shift_cnfbm; - _a *= _persist_cnfbm; - } - return _v; -} \ No newline at end of file diff --git a/shaderV/rgba/noise/fractal/worley3d_fractal.gd b/shaderV/rgba/noise/fractal/worley3d_fractal.gd deleted file mode 100644 index 8467f7b..0000000 --- a/shaderV/rgba/noise/fractal/worley3d_fractal.gd +++ /dev/null @@ -1,106 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoiseWorley3dFractal - -func _init(): - set_input_port_default_value(1, 6) - set_input_port_default_value(2, Vector3(2, 2, 0)) - set_input_port_default_value(3, 2.0) - set_input_port_default_value(4, 0.8) - set_input_port_default_value(5, 0.5) - set_input_port_default_value(6, 0.3) - set_input_port_default_value(7, Vector3(0.5, 0.5, 0)) - set_input_port_default_value(8, 1.0) - set_input_port_default_value(9, false) - set_input_port_default_value(10, 0.0) - -func _get_name() -> String: - return "FractalWorleyNoise3D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "NoiseFractal" - -func _get_description() -> String: - return "Fractal WorleyNoise3D" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 11 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "octaves" - 2: - return "period" - 3: - return "lacunarity" - 4: - return "persistence" - 5: - return "angle" - 6: - return "amplitude" - 7: - return "shift" - 8: - return "jitter" - 9: - return "use_F2" - 10: - return "time" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_SCALAR - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - 7: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 8: - return VisualShaderNode.PORT_TYPE_SCALAR - 9: - return VisualShaderNode.PORT_TYPE_BOOLEAN - 10: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "result" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/worley3d_fractal.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return "%s = _cellularNoise3DFBM(%s.xy, int(%s), %s.xy, %s, %s, %s, %s, %s.xy, %s, %s, %s);" % [ - output_vars[0], uv, input_vars[1], input_vars[2], input_vars[3], input_vars[4], - input_vars[5], input_vars[6], input_vars[7], input_vars[8], input_vars[9], input_vars[10]] diff --git a/shaderV/rgba/noise/fractal/worley3d_fractal.gdshaderinc b/shaderV/rgba/noise/fractal/worley3d_fractal.gdshaderinc deleted file mode 100644 index 4860de2..0000000 --- a/shaderV/rgba/noise/fractal/worley3d_fractal.gdshaderinc +++ /dev/null @@ -1,161 +0,0 @@ -vec2 _cellular3dNoiseFractalFunc(vec3 P, float _jitter_w3d) { - float K = 0.142857142857; - float Ko = 0.428571428571; - float K2 = 0.020408163265306; - float Kz = 0.166666666667; - float Kzo = 0.416666666667; - - vec3 Pi = floor(P) - floor(floor(P) * (1.0 / 289.0)) * 289.0; - vec3 Pf = fract(P) - 0.5; - - vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0); - vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0); - vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0); - - vec3 p = ((34.0*(Pi.x+vec3(-1.0,0.0,1.0))+1.0)*(Pi.x+vec3(-1.0,0.0,1.0)))-floor(((34.0*(Pi.x+vec3(-1.0,0.0,1.0))+1.0) - *(Pi.x+vec3(-1.0,0.0,1.0)))*(1.0/289.0))*289.0; - vec3 p1 = ((34.0*(p+Pi.y-1.0)+1.0)*(p+Pi.y-1.0))-floor(((34.0*(p+Pi.y-1.0)+1.0)*(p+Pi.y-1.0))*(1.0/289.0))*289.0; - vec3 p2 = ((34.0*(p+Pi.y)+1.0)*(p+Pi.y))-floor(((34.0*(p+Pi.y)+1.0)*(p+Pi.y))*(1.0/289.0))*289.0; - vec3 p3 = ((34.0*(p+Pi.y+1.0)+1.0)*(p+Pi.y+1.0))-floor(((34.0*(p+Pi.y+1.0)+1.0)*(p+Pi.y+1.0))*(1.0/289.0))*289.0; - - vec3 p11 = ((34.0*(p1+Pi.z-1.0)+1.0)*(p1+Pi.z-1.0))-floor(((34.0*(p1+Pi.z-1.0)+1.0)*(p1+Pi.z-1.0))*(1.0/289.0))*289.0; - vec3 p12 = ((34.0*(p1+Pi.z)+1.0)*(p1+Pi.z))-floor(((34.0*(p1+Pi.z)+1.0)*(p1+Pi.z))*(1.0/289.0))*289.0; - vec3 p13 = ((34.0*(p1+Pi.z+1.0)+1.0)*(p1+Pi.z+1.0))-floor(((34.0*(p1+Pi.z+1.0)+1.0)*(p1+Pi.z+1.0))*(1.0/289.0))*289.0; - - vec3 p21 = ((34.0*(p2+Pi.z-1.0)+1.0)*(p2+Pi.z-1.0))-floor(((34.0*(p2+Pi.z-1.0)+1.0)*(p2+Pi.z-1.0))*(1.0/289.0))*289.0; - vec3 p22 = ((34.0*(p2+Pi.z)+1.0)*(p2+Pi.z))-floor(((34.0*(p2+Pi.z)+1.0)*(p2+Pi.z))*(1.0/289.0))*289.0; - vec3 p23 = ((34.0*(p2+Pi.z+1.0)+1.0)*(p2+Pi.z+1.0))-floor(((34.0*(p2+Pi.z+1.0)+1.0)*(p2+Pi.z+1.0))*(1.0/289.0))*289.0; - - vec3 p31 = ((34.0*(p3+Pi.z-1.0)+1.0)*(p3+Pi.z-1.0))-floor(((34.0*(p3+Pi.z-1.0)+1.0)*(p3+Pi.z-1.0))*(1.0/289.0))*289.0; - vec3 p32 = ((34.0*(p3+Pi.z)+1.0)*(p3+Pi.z))-floor(((34.0*(p3+Pi.z)+1.0)*(p3+Pi.z))*(1.0/289.0))*289.0; - vec3 p33 = ((34.0*(p3+Pi.z+1.0)+1.0)*(p3+Pi.z+1.0))-floor(((34.0*(p3+Pi.z+1.0)+1.0)*(p3+Pi.z+1.0))*(1.0/289.0))*289.0; - - vec3 ox11 = fract(p11*K) - Ko; - vec3 oy11 = ((floor(p11*K))-floor((floor(p11*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz11 = floor(p11*K2)*Kz - Kzo; - - vec3 ox12 = fract(p12*K) - Ko; - vec3 oy12 = ((floor(p12*K))-floor((floor(p12*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz12 = floor(p12*K2)*Kz - Kzo; - - vec3 ox13 = fract(p13*K) - Ko; - vec3 oy13 = ((floor(p13*K))-floor((floor(p13*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz13 = floor(p13*K2)*Kz - Kzo; - - vec3 ox21 = fract(p21*K) - Ko; - vec3 oy21 = ((floor(p21*K))-floor((floor(p21*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz21 = floor(p21*K2)*Kz - Kzo; - - vec3 ox22 = fract(p22*K) - Ko; - vec3 oy22 = ((floor(p22*K))-floor((floor(p22*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz22 = floor(p22*K2)*Kz - Kzo; - - vec3 ox23 = fract(p23*K) - Ko; - vec3 oy23 = ((floor(p23*K))-floor((floor(p23*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz23 = floor(p23*K2)*Kz - Kzo; - - vec3 ox31 = fract(p31*K) - Ko; - vec3 oy31 = ((floor(p31*K))-floor((floor(p31*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz31 = floor(p31*K2)*Kz - Kzo; - - vec3 ox32 = fract(p32*K) - Ko; - vec3 oy32 = ((floor(p32*K))-floor((floor(p32*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz32 = floor(p32*K2)*Kz - Kzo; - - vec3 ox33 = fract(p33*K) - Ko; - vec3 oy33 = ((floor(p33*K))-floor((floor(p33*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz33 = floor(p33*K2)*Kz - Kzo; - - vec3 dx11 = Pfx + _jitter_w3d*ox11; - vec3 dy11 = Pfy.x + _jitter_w3d*oy11; - vec3 dz11 = Pfz.x + _jitter_w3d*oz11; - - vec3 dx12 = Pfx + _jitter_w3d*ox12; - vec3 dy12 = Pfy.x + _jitter_w3d*oy12; - vec3 dz12 = Pfz.y + _jitter_w3d*oz12; - - vec3 dx13 = Pfx + _jitter_w3d*ox13; - vec3 dy13 = Pfy.x + _jitter_w3d*oy13; - vec3 dz13 = Pfz.z + _jitter_w3d*oz13; - - vec3 dx21 = Pfx + _jitter_w3d*ox21; - vec3 dy21 = Pfy.y + _jitter_w3d*oy21; - vec3 dz21 = Pfz.x + _jitter_w3d*oz21; - - vec3 dx22 = Pfx + _jitter_w3d*ox22; - vec3 dy22 = Pfy.y + _jitter_w3d*oy22; - vec3 dz22 = Pfz.y + _jitter_w3d*oz22; - - vec3 dx23 = Pfx + _jitter_w3d*ox23; - vec3 dy23 = Pfy.y + _jitter_w3d*oy23; - vec3 dz23 = Pfz.z + _jitter_w3d*oz23; - - vec3 dx31 = Pfx + _jitter_w3d*ox31; - vec3 dy31 = Pfy.z + _jitter_w3d*oy31; - vec3 dz31 = Pfz.x + _jitter_w3d*oz31; - - vec3 dx32 = Pfx + _jitter_w3d*ox32; - vec3 dy32 = Pfy.z + _jitter_w3d*oy32; - vec3 dz32 = Pfz.y + _jitter_w3d*oz32; - - vec3 dx33 = Pfx + _jitter_w3d*ox33; - vec3 dy33 = Pfy.z + _jitter_w3d*oy33; - vec3 dz33 = Pfz.z + _jitter_w3d*oz33; - - vec3 d11 = dx11 * dx11 + dy11 * dy11 + dz11 * dz11; - vec3 d12 = dx12 * dx12 + dy12 * dy12 + dz12 * dz12; - vec3 d13 = dx13 * dx13 + dy13 * dy13 + dz13 * dz13; - vec3 d21 = dx21 * dx21 + dy21 * dy21 + dz21 * dz21; - vec3 d22 = dx22 * dx22 + dy22 * dy22 + dz22 * dz22; - vec3 d23 = dx23 * dx23 + dy23 * dy23 + dz23 * dz23; - vec3 d31 = dx31 * dx31 + dy31 * dy31 + dz31 * dz31; - vec3 d32 = dx32 * dx32 + dy32 * dy32 + dz32 * dz32; - vec3 d33 = dx33 * dx33 + dy33 * dy33 + dz33 * dz33; - - vec3 d1a = min(d11, d12); - d12 = max(d11, d12); - d11 = min(d1a, d13); - d13 = max(d1a, d13); - d12 = min(d12, d13); - vec3 d2a = min(d21, d22); - d22 = max(d21, d22); - d21 = min(d2a, d23); - d23 = max(d2a, d23); - d22 = min(d22, d23); - vec3 d3a = min(d31, d32); - d32 = max(d31, d32); - d31 = min(d3a, d33); - d33 = max(d3a, d33); - d32 = min(d32, d33); - vec3 da = min(d11, d21); - d21 = max(d11, d21); - d11 = min(da, d31); - d31 = max(da, d31); - d11.xy = (d11.x < d11.y) ? d11.xy : d11.yx; - d11.xz = (d11.x < d11.z) ? d11.xz : d11.zx; - d12 = min(d12, d21); - d12 = min(d12, d22); - d12 = min(d12, d31); - d12 = min(d12, d32); - d11.yz = min(d11.yz,d12.xy); - d11.y = min(d11.y,d12.z); - d11.y = min(d11.y,d11.z); - return sqrt(d11.xy); -} -float _cellularNoise3DFBM(vec2 _uv_cnfbm, int _oct_cnfbm, vec2 _per_cnfbm, float _lac_cnfbm, float _persist_cnfbm, - float _rot_cnfbm, float _ampl_cnfbm, vec2 _shift_cnfbm, float _jitter_cnfbm, bool _use_F2_cnfbm, float _time_cnfbm) { - float _v = 0.0; - float _a = _ampl_cnfbm; - mat2 _r0t = mat2(vec2(cos(_rot_cnfbm), sin(_rot_cnfbm)), vec2(-sin(_rot_cnfbm), cos(_rot_cnfbm))); - for (int i = 0; i < _oct_cnfbm; ++i) { - vec2 _cell_noiseF12 = _cellular3dNoiseFractalFunc(vec3(_uv_cnfbm * _per_cnfbm, _time_cnfbm), _jitter_cnfbm); - if (_use_F2_cnfbm) { - _v += _a * _cell_noiseF12.y; - } else { - _v += _a * _cell_noiseF12.x; - } - _uv_cnfbm = _r0t * _uv_cnfbm * _lac_cnfbm + _shift_cnfbm; - _a *= _persist_cnfbm; - } - return _v; -} \ No newline at end of file diff --git a/shaderV/rgba/noise/generic2d.gd b/shaderV/rgba/noise/generic2d.gd deleted file mode 100644 index 7192133..0000000 --- a/shaderV/rgba/noise/generic2d.gd +++ /dev/null @@ -1,65 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoiseGeneric2d - -func _init(): - set_input_port_default_value(1, Vector3(0, 0, 0)) - set_input_port_default_value(2, 5.0) - -func _get_name() -> String: - return "GenericNoise2D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "Noise" - -func _get_description() -> String: - return "GenericNoise using hash random function" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 3 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "offset" - 2: - return "scale" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "result" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/generic2d.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return "%s = _genericNoise2D((%s.xy + %s.xy) * %s);" % [ - output_vars[0], uv, input_vars[1], input_vars[2]] diff --git a/shaderV/rgba/noise/generic2d.gdshaderinc b/shaderV/rgba/noise/generic2d.gdshaderinc deleted file mode 100644 index ea5d0f4..0000000 --- a/shaderV/rgba/noise/generic2d.gdshaderinc +++ /dev/null @@ -1,18 +0,0 @@ -float _hash2_generic2D(vec2 _p_hash2_generic) { - return (fract(1e4 * sin(17.0 * _p_hash2_generic.x + _p_hash2_generic.y * 0.1) * - (0.1 + abs(sin(_p_hash2_generic.y * 13.0 + _p_hash2_generic.x))))); -} - -float _genericNoise2D(vec2 _x_generic2D) { - vec2 _temp_i_generic2D = floor(_x_generic2D); - vec2 _temp_f_generic2D = fract(_x_generic2D); - - float _a_g1n2 = _hash2_generic2D(_temp_i_generic2D); - float _b_g1n2 = _hash2_generic2D(_temp_i_generic2D + vec2(1.0, 0.0)); - float _c_g1n2 = _hash2_generic2D(_temp_i_generic2D + vec2(0.0, 1.0)); - float _d_g1n2 = _hash2_generic2D(_temp_i_generic2D + vec2(1.0, 1.0)); - - vec2 _u_g1n2 = _temp_f_generic2D * _temp_f_generic2D * (3.0 - 2.0 * _temp_f_generic2D); - return (mix(_a_g1n2, _b_g1n2, _u_g1n2.x) + (_c_g1n2 - _a_g1n2) * - _u_g1n2.y * (1.0 - _u_g1n2.x) + (_d_g1n2 - _b_g1n2) * _u_g1n2.x * _u_g1n2.y); -} \ No newline at end of file diff --git a/shaderV/rgba/noise/perlin2d.gd b/shaderV/rgba/noise/perlin2d.gd deleted file mode 100644 index ee776fc..0000000 --- a/shaderV/rgba/noise/perlin2d.gd +++ /dev/null @@ -1,75 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoisePerlin2d - -func _init(): - set_input_port_default_value(1, Vector3(0, 0, 0)) - set_input_port_default_value(2, 5.0) - set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0)) - -func _get_name() -> String: - return "PerlinNoise2D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "Noise" - -func _get_description() -> String: - return """Classic 2d perlin noise with ability to set period. -If you dont want any peroid - set it to zero""" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 4 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "offset" - 2: - return "scale" - 3: - return "period" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int): - match port: - 0: - return "result" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/perlin2d.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return "%s = _perlin2dNoiseFunc((%s.xy+%s.xy)*%s, %s.xy);" % [ -output_vars[0], uv, input_vars[1], input_vars[2], input_vars[3]] diff --git a/shaderV/rgba/noise/perlin2d.gdshaderinc b/shaderV/rgba/noise/perlin2d.gdshaderinc deleted file mode 100644 index 42c50ca..0000000 --- a/shaderV/rgba/noise/perlin2d.gdshaderinc +++ /dev/null @@ -1,44 +0,0 @@ -float _perlin2dNoiseFunc(vec2 P, vec2 _period_perl2) { - vec4 Pi = floor(vec4(P, P)) + vec4(0.0, 0.0, 1.0, 1.0); - vec4 Pf = fract(vec4(P, P)) - vec4(0.0, 0.0, 1.0, 1.0); - - if (_period_perl2.x != 0.0 && _period_perl2.y != 0.0) - Pi = mod(Pi, vec4(_period_perl2, _period_perl2)); - - Pi = Pi - floor(Pi * (1.0 / 289.0)) * 289.0; - vec4 ix = Pi.xzxz; - vec4 iy = Pi.yyww; - vec4 fx = Pf.xzxz; - vec4 fy = Pf.yyww; - - vec4 i = (((((((ix*34.0)+1.0)*ix)-floor((((ix*34.0)+1.0)*ix)*(1.0/289.0))*289.0 + iy)*34.0)+1.0)* - ((((ix*34.0)+1.0)*ix)-floor((((ix*34.0)+1.0)*ix)*(1.0/289.0))*289.0 + iy))- - floor((((((((ix*34.0)+1.0)*ix)-floor((((ix*34.0)+1.0)*ix)*(1.0/289.0))*289.0 + iy)*34.0)+1.0)* - ((((ix*34.0)+1.0)*ix)-floor((((ix*34.0)+1.0)*ix)*(1.0/289.0))*289.0 + iy))*(1.0/289.0))*289.0; - - vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ; - vec4 gy = abs(gx) - 0.5 ; - vec4 tx = floor(gx + 0.5); - gx = gx - tx; - - vec2 g00 = vec2(gx.x,gy.x); - vec2 g10 = vec2(gx.y,gy.y); - vec2 g01 = vec2(gx.z,gy.z); - vec2 g11 = vec2(gx.w,gy.w); - - vec4 norm = 1.79284291400159 - 0.85373472095314 * vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)); - g00 *= norm.x; - g01 *= norm.y; - g10 *= norm.z; - g11 *= norm.w; - - float n00 = dot(g00, vec2(fx.x, fy.x)); - float n10 = dot(g10, vec2(fx.y, fy.y)); - float n01 = dot(g01, vec2(fx.z, fy.z)); - float n11 = dot(g11, vec2(fx.w, fy.w)); - - vec2 fade_xy = Pf.xy * Pf.xy * Pf.xy * (Pf.xy * (Pf.xy * 6.0 - 15.0) + 10.0); - vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x); - float n_xy = mix(n_x.x, n_x.y, fade_xy.y); - return (2.3 * n_xy + 1.0) * 0.5; -} \ No newline at end of file diff --git a/shaderV/rgba/noise/perlin4d.gd b/shaderV/rgba/noise/perlin4d.gd deleted file mode 100644 index 40cf8d0..0000000 --- a/shaderV/rgba/noise/perlin4d.gd +++ /dev/null @@ -1,79 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoisePerlin4d - -func _init(): - set_input_port_default_value(1, Vector3(0, 0, 0)) - set_input_port_default_value(2, 5.0) - set_input_port_default_value(3, 1.0) - set_input_port_default_value(4, 0.0) - -func _get_name() -> String: - return "PerlinNoise4D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "Noise" - -func _get_description() -> String: - return "Classic 4d perlin noise" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 5 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "offset" - 2: - return "scale" - 3: - return "z" - 4: - return "time" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int): - match port: - 0: - return "result" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/perlin4d.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return "%s = _perlin4dNoiseFunc(vec4((%s.xy + %s.xy) * %s, %s, %s));" % [ -output_vars[0], uv, input_vars[1], input_vars[2], input_vars[3], input_vars[4]] diff --git a/shaderV/rgba/noise/perlin4d.gdshaderinc b/shaderV/rgba/noise/perlin4d.gdshaderinc deleted file mode 100644 index 70ae184..0000000 --- a/shaderV/rgba/noise/perlin4d.gdshaderinc +++ /dev/null @@ -1,135 +0,0 @@ -vec4 _permute_perlin4d_noise_func(vec4 x) { - return ((x*34.0)+1.0)*x - floor(((x*34.0)+1.0)*x * (1.0 / 289.0)) * 289.0; -} -float _perlin4dNoiseFunc(vec4 P) { - vec4 Pi0 = floor(P); - vec4 Pi1 = Pi0 + 1.0; - Pi0 = Pi0 - floor(Pi0 * (1.0 / 289.0)) * 289.0; - Pi1 = Pi1 - floor(Pi1 * (1.0 / 289.0)) * 289.0; - vec4 Pf0 = fract(P); - vec4 Pf1 = Pf0 - 1.0; - vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); - vec4 iy = vec4(Pi0.yy, Pi1.yy); - vec4 iz0 = vec4(Pi0.zzzz); - vec4 iz1 = vec4(Pi1.zzzz); - vec4 iw0 = vec4(Pi0.wwww); - vec4 iw1 = vec4(Pi1.wwww); - - vec4 ixy = _permute_perlin4d_noise_func(_permute_perlin4d_noise_func(ix) + iy); - vec4 ixy0 = _permute_perlin4d_noise_func(ixy + iz0); - vec4 ixy1 = _permute_perlin4d_noise_func(ixy + iz1); - vec4 ixy00 = _permute_perlin4d_noise_func(ixy0 + iw0); - vec4 ixy01 = _permute_perlin4d_noise_func(ixy0 + iw1); - vec4 ixy10 = _permute_perlin4d_noise_func(ixy1 + iw0); - vec4 ixy11 = _permute_perlin4d_noise_func(ixy1 + iw1); - - vec4 gx00 = ixy00 * (1.0 / 7.0); - vec4 gy00 = floor(gx00) * (1.0 / 7.0); - vec4 gz00 = floor(gy00) * (1.0 / 6.0); - gx00 = fract(gx00) - 0.5; - gy00 = fract(gy00) - 0.5; - gz00 = fract(gz00) - 0.5; - vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); - vec4 sw00 = step(gw00, vec4(0.0)); - gx00 -= sw00 * (step(0.0, gx00) - 0.5); - gy00 -= sw00 * (step(0.0, gy00) - 0.5); - - vec4 gx01 = ixy01 * (1.0 / 7.0); - vec4 gy01 = floor(gx01) * (1.0 / 7.0); - vec4 gz01 = floor(gy01) * (1.0 / 6.0); - gx01 = fract(gx01) - 0.5; - gy01 = fract(gy01) - 0.5; - gz01 = fract(gz01) - 0.5; - vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); - vec4 sw01 = step(gw01, vec4(0.0)); - gx01 -= sw01 * (step(0.0, gx01) - 0.5); - gy01 -= sw01 * (step(0.0, gy01) - 0.5); - - vec4 gx10 = ixy10 * (1.0 / 7.0); - vec4 gy10 = floor(gx10) * (1.0 / 7.0); - vec4 gz10 = floor(gy10) * (1.0 / 6.0); - gx10 = fract(gx10) - 0.5; - gy10 = fract(gy10) - 0.5; - gz10 = fract(gz10) - 0.5; - vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); - vec4 sw10 = step(gw10, vec4(0.0)); - gx10 -= sw10 * (step(0.0, gx10) - 0.5); - gy10 -= sw10 * (step(0.0, gy10) - 0.5); - - vec4 gx11 = ixy11 * (1.0 / 7.0); - vec4 gy11 = floor(gx11) * (1.0 / 7.0); - vec4 gz11 = floor(gy11) * (1.0 / 6.0); - gx11 = fract(gx11) - 0.5; - gy11 = fract(gy11) - 0.5; - gz11 = fract(gz11) - 0.5; - vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); - vec4 sw11 = step(gw11, vec4(0.0)); - gx11 -= sw11 * (step(0.0, gx11) - 0.5); - gy11 -= sw11 * (step(0.0, gy11) - 0.5); - - vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x); - vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y); - vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z); - vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w); - vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x); - vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y); - vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z); - vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w); - vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x); - vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y); - vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z); - vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w); - vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x); - vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y); - vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z); - vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w); - - vec4 norm00 = 1.79284291400159 - 0.85373472095314 * vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)); - g0000 *= norm00.x; - g0100 *= norm00.y; - g1000 *= norm00.z; - g1100 *= norm00.w; - - vec4 norm01 = 1.79284291400159 - 0.85373472095314 * vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)); - g0001 *= norm01.x; - g0101 *= norm01.y; - g1001 *= norm01.z; - g1101 *= norm01.w; - - vec4 norm10 = 1.79284291400159 - 0.85373472095314 * vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)); - g0010 *= norm10.x; - g0110 *= norm10.y; - g1010 *= norm10.z; - g1110 *= norm10.w; - - vec4 norm11 = 1.79284291400159 - 0.85373472095314 * vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)); - g0011 *= norm11.x; - g0111 *= norm11.y; - g1011 *= norm11.z; - g1111 *= norm11.w; - - float n0000 = dot(g0000, Pf0); - float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw)); - float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw)); - float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw)); - float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w)); - float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); - float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w)); - float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w)); - float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w)); - float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w)); - float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); - float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w)); - float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw)); - float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw)); - float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw)); - float n1111 = dot(g1111, Pf1); - - vec4 fade_xyzw = Pf0 * Pf0 * Pf0 * (Pf0 * (Pf0 * 6.0 - 15.0) + 10.0); - vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w); - vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w); - vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z); - vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y); - float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); - return (2.2 * n_xyzw + 1.0) * 0.5; -} \ No newline at end of file diff --git a/shaderV/rgba/noise/perlinPeriodic3d.gd b/shaderV/rgba/noise/perlinPeriodic3d.gd deleted file mode 100644 index 1b1d396..0000000 --- a/shaderV/rgba/noise/perlinPeriodic3d.gd +++ /dev/null @@ -1,79 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoisePerlinPeriodic3d - -func _init(): - set_input_port_default_value(1, Vector3(0, 0, 0)) - set_input_port_default_value(2, 5.0) - set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0)) - set_input_port_default_value(4, 0.0) - -func _get_name() -> String: - return "PerlinPeriodicNoise3D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "Noise" - -func _get_description() -> String: - return "Classic 3d perlin noise with ability to set period" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 5 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "offset" - 2: - return "scale" - 3: - return "period" - 4: - return "time" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int): - match port: - 0: - return "result" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/perlinPeriodic3d.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return "%s = _perlin3dPeriodicNoiseFunc(vec3((%s.xy + %s.xy) * %s, %s), %s);" % [ -output_vars[0], uv, input_vars[1], input_vars[2], input_vars[4], input_vars[3]] diff --git a/shaderV/rgba/noise/perlinPeriodic3d.gdshaderinc b/shaderV/rgba/noise/perlinPeriodic3d.gdshaderinc deleted file mode 100644 index 9398027..0000000 --- a/shaderV/rgba/noise/perlinPeriodic3d.gdshaderinc +++ /dev/null @@ -1,70 +0,0 @@ -float _perlin3dPeriodicNoiseFunc(vec3 P, vec3 rep) { - vec3 Pi0 = mod(floor(P), rep); - vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); - Pi0 = Pi0 - floor(Pi0 * (1.0 / 289.0)) * 289.0; - Pi1 = Pi1 - floor(Pi1 * (1.0 / 289.0)) * 289.0; - vec3 Pf0 = fract(P); - vec3 Pf1 = Pf0 - vec3(1.0); - vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); - vec4 iy = vec4(Pi0.yy, Pi1.yy); - vec4 iz0 = vec4(Pi0.z); - vec4 iz1 = vec4(Pi1.z); - - vec4 ixy = (((((((ix*34.0)+1.0)*ix)-floor(((ix*34.0)+1.0)*ix*(1.0/289.0))*289.0 + iy)*34.0)+1.0)* - ((((ix*34.0)+1.0)*ix)-floor(((ix*34.0)+1.0)*ix*(1.0/289.0))*289.0 + iy))- - floor(((((((ix*34.0)+1.0)*ix)-floor(((ix*34.0)+1.0)*ix*(1.0/289.0))*289.0 + iy)*34.0)+1.0)* - ((((ix*34.0)+1.0)*ix)-floor(((ix*34.0)+1.0)*ix*(1.0/289.0))*289.0 + iy)*(1.0/289.0))*289.0; - vec4 ixy0 = ((((ixy + iz0)*34.0)+1.0)*(ixy + iz0))-floor((((ixy + iz0)*34.0)+1.0)*(ixy + iz0)*(1.0/289.0))*289.0; - vec4 ixy1 = ((((ixy + iz1)*34.0)+1.0)*(ixy + iz1))-floor((((ixy + iz1)*34.0)+1.0)*(ixy + iz1)*(1.0/289.0))*289.0; - - vec4 gx0 = ixy0 * (1.0 / 7.0); - vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; - gx0 = fract(gx0); - vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); - vec4 sz0 = step(gz0, vec4(0.0)); - gx0 -= sz0 * (step(0.0, gx0) - 0.5); - gy0 -= sz0 * (step(0.0, gy0) - 0.5); - - vec4 gx1 = ixy1 * (1.0 / 7.0); - vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; - gx1 = fract(gx1); - vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); - vec4 sz1 = step(gz1, vec4(0.0)); - gx1 -= sz1 * (step(0.0, gx1) - 0.5); - gy1 -= sz1 * (step(0.0, gy1) - 0.5); - - vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); - vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); - vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); - vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); - vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); - vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); - vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); - vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); - - vec4 norm0 = 1.79284291400159 - 0.85373472095314 * vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)); - g000 *= norm0.x; - g010 *= norm0.y; - g100 *= norm0.z; - g110 *= norm0.w; - vec4 norm1 = 1.79284291400159 - 0.85373472095314 * vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)); - g001 *= norm1.x; - g011 *= norm1.y; - g101 *= norm1.z; - g111 *= norm1.w; - - float n000 = dot(g000, Pf0); - float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); - float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); - float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); - float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); - float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); - float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); - float n111 = dot(g111, Pf1); - - vec3 fade_xyz = Pf0 * Pf0 * Pf0 * (Pf0 * (Pf0 * 6.0 - 15.0) + 10.0); - vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); - vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); - float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); - return (2.2 * n_xyz + 1.0) * 0.5; -} \ No newline at end of file diff --git a/shaderV/rgba/noise/simplex2d.gd b/shaderV/rgba/noise/simplex2d.gd deleted file mode 100644 index f7b0754..0000000 --- a/shaderV/rgba/noise/simplex2d.gd +++ /dev/null @@ -1,69 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoiseSimplex2d - -func _init(): - set_input_port_default_value(1, Vector3(0, 0, 0)) - set_input_port_default_value(2, 5.0) - -func _get_name() -> String: - return "SimplexNoise2D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "Noise" - -func _get_description() -> String: - return "2d simplex noise" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 3 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "offset" - 2: - return "scale" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int): - match port: - 0: - return "result" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/simplex2d.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return "%s = _simplex2dNoiseFunc((%s.xy+%s.xy)*%s);" % [ -output_vars[0], uv, input_vars[1], input_vars[2]] diff --git a/shaderV/rgba/noise/simplex2d.gdshaderinc b/shaderV/rgba/noise/simplex2d.gdshaderinc deleted file mode 100644 index 2ffabcb..0000000 --- a/shaderV/rgba/noise/simplex2d.gdshaderinc +++ /dev/null @@ -1,37 +0,0 @@ -vec3 _permute_simplex2_noise(vec3 x) { - return ((x*34.0)+1.0)*x-floor(((x*34.0)+1.0)*x*(1.0/289.0))*289.0; -} - -float _simplex2dNoiseFunc(vec2 v) { - vec4 C = vec4(0.211324865405187, - 0.366025403784439, - -0.577350269189626, - 0.024390243902439); - - vec2 i = floor(v + dot(v, C.yy) ); - vec2 x0 = v - i + dot(i, C.xx); - - vec2 i1; - i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); - vec4 x12 = vec4(x0.xy, x0.xy) + C.xxzz; - x12.xy -= i1; - - i = i - floor(i * (1.0 / 289.0)) * 289.0; - vec3 p = _permute_simplex2_noise(_permute_simplex2_noise(i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0)); - - vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), vec3(0.0)); - m = m * m; - m = m * m; - - vec3 x = 2.0 * fract(p * C.www) - 1.0; - vec3 h = abs(x) - 0.5; - vec3 ox = floor(x + 0.5); - vec3 a0 = x - ox; - - m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); - - vec3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return (130.0 * dot(m, g) + 1.0) * 0.5; -} \ No newline at end of file diff --git a/shaderV/rgba/noise/simplex3d.gd b/shaderV/rgba/noise/simplex3d.gd deleted file mode 100644 index eecd4f4..0000000 --- a/shaderV/rgba/noise/simplex3d.gd +++ /dev/null @@ -1,74 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoiseSimplex3d - -func _init(): - set_input_port_default_value(1, Vector3(0, 0, 0)) - set_input_port_default_value(2, 5.0) - set_input_port_default_value(3, 0.0) - -func _get_name() -> String: - return "SimplexNoise3D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "Noise" - -func _get_description() -> String: - return "3d simplex noise" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 4 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "offset" - 2: - return "scale" - 3: - return "time" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int): - match port: - 0: - return "result" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/simplex3d.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return "%s = _simplex3dNoiseFunc(vec3((%s.xy + %s.xy) * %s, %s));" % [ -output_vars[0], uv, input_vars[1], input_vars[2], input_vars[3]] diff --git a/shaderV/rgba/noise/simplex3d.gdshaderinc b/shaderV/rgba/noise/simplex3d.gdshaderinc deleted file mode 100644 index 4d279c7..0000000 --- a/shaderV/rgba/noise/simplex3d.gdshaderinc +++ /dev/null @@ -1,62 +0,0 @@ -vec4 _permute_simplex3_noise(vec4 x) { - return ((x * 34.0) + 1.0) * x - floor(((x * 34.0) + 1.0) * x * (1.0 / 289.0)) * 289.0; -} -float _simplex3dNoiseFunc(vec3 v) { - vec2 C = vec2(1.0/6.0, 1.0/3.0) ; - vec4 D = vec4(0.0, 0.5, 1.0, 2.0); - - vec3 i = floor(v + dot(v, vec3(C.y))); - vec3 x0 = v - i + dot(i, vec3(C.x)) ; - - vec3 g = step(x0.yzx, x0.xyz); - vec3 l = 1.0 - g; - vec3 i1 = min( g.xyz, l.zxy ); - vec3 i2 = max( g.xyz, l.zxy ); - - vec3 x1 = x0 - i1 + vec3(C.x); - vec3 x2 = x0 - i2 + vec3(C.y); - vec3 x3 = x0 - D.yyy; - - i = i - floor(i * (1.0 / 289.0)) * 289.0; - vec4 p = _permute_simplex3_noise(_permute_simplex3_noise(_permute_simplex3_noise( - i.z + vec4(0.0, i1.z, i2.z, 1.0)) - + i.y + vec4(0.0, i1.y, i2.y, 1.0)) - + i.x + vec4(0.0, i1.x, i2.x, 1.0)); - - float n_ = 0.142857142857; - vec3 ns = n_ * D.wyz - D.xzx; - - vec4 j = p - 49.0 * floor(p * ns.z * ns.z); - - vec4 x_ = floor(j * ns.z); - vec4 y_ = floor(j - 7.0 * x_ ); - - vec4 x = x_ *ns.x + vec4(ns.y); - vec4 y = y_ *ns.x + vec4(ns.y); - vec4 h = 1.0 - abs(x) - abs(y); - - vec4 b0 = vec4( x.xy, y.xy ); - vec4 b1 = vec4( x.zw, y.zw ); - - vec4 s0 = floor(b0)*2.0 + 1.0; - vec4 s1 = floor(b1)*2.0 + 1.0; - vec4 sh = -step(h, vec4(0.0)); - - vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; - vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; - - vec3 p0 = vec3(a0.xy,h.x); - vec3 p1 = vec3(a0.zw,h.y); - vec3 p2 = vec3(a1.xy,h.z); - vec3 p3 = vec3(a1.zw,h.w); - - vec4 norm = 2.79284291400159 - 0.85373472095314 * vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)); - p0 *= norm.x; - p1 *= norm.y; - p2 *= norm.z; - p3 *= norm.w; - - vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), vec4(0.0)); - m = m * m; - return (22.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ) + 1.0) * 0.5; -} \ No newline at end of file diff --git a/shaderV/rgba/noise/simplex4d.gd b/shaderV/rgba/noise/simplex4d.gd deleted file mode 100644 index cb17bd0..0000000 --- a/shaderV/rgba/noise/simplex4d.gd +++ /dev/null @@ -1,79 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoiseSimplex4d - -func _init(): - set_input_port_default_value(1, Vector3(0, 0, 0)) - set_input_port_default_value(2, 5.0) - set_input_port_default_value(3, 1.0) - set_input_port_default_value(4, 0.0) - -func _get_name() -> String: - return "SimplexNoise4D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "Noise" - -func _get_description() -> String: - return "4d simplex noise" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 5 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "offset" - 2: - return "scale" - 3: - return "z" - 4: - return "time" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int): - match port: - 0: - return "result" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/simplex4d.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return "%s = _simplex4dNoiseFunc(vec4((%s.xy + %s.xy) * %s, %s, %s));" % [ -output_vars[0], uv, input_vars[1], input_vars[2], input_vars[3], input_vars[4]] diff --git a/shaderV/rgba/noise/simplex4d.gdshaderinc b/shaderV/rgba/noise/simplex4d.gdshaderinc deleted file mode 100644 index 463ba1d..0000000 --- a/shaderV/rgba/noise/simplex4d.gdshaderinc +++ /dev/null @@ -1,73 +0,0 @@ -vec4 _permute_4_s4_noise(vec4 x) { - return ((x * 34.0) + 1.0) * x - floor(((x * 34.0) + 1.0) * x * (1.0 / 289.0)) * 289.0; -} -float _permute_s4_noise(float x) { - return ((x * 34.0) + 1.0) * x - floor(((x * 34.0) + 1.0) * x * (1.0 / 289.0)) * 289.0; -} -vec4 _grad4_s4_noise(float j, vec4 ip) { - vec4 ones = vec4(1.0, 1.0, 1.0, -1.0); - vec4 p, s; - p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0; - p.w = 1.5 - dot(abs(p.xyz), ones.xyz); - s = vec4(lessThan(p, vec4(0.0))); - p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; - return p; -} -float _simplex4dNoiseFunc(vec4 v) { - vec4 C = vec4( 0.138196601125011, - 0.276393202250021, - 0.414589803375032, - -0.447213595499958); - - vec4 i = floor(v + dot(v, vec4(0.309016994374947451)) ); - vec4 x0 = v - i + dot(i, C.xxxx); - - vec4 i0; - vec3 isX = step( x0.yzw, x0.xxx ); - vec3 isYZ = step( x0.zww, x0.yyz ); - i0.x = isX.x + isX.y + isX.z; - i0.yzw = 1.0 - isX; - i0.y += isYZ.x + isYZ.y; - i0.zw += 1.0 - isYZ.xy; - i0.z += isYZ.z; - i0.w += 1.0 - isYZ.z; - - vec4 i3 = clamp( i0, 0.0, 1.0 ); - vec4 i2 = clamp( i0-1.0, 0.0, 1.0 ); - vec4 i1 = clamp( i0-2.0, 0.0, 1.0 ); - - vec4 x1 = x0 - i1 + C.xxxx; - vec4 x2 = x0 - i2 + C.yyyy; - vec4 x3 = x0 - i3 + C.zzzz; - vec4 x4 = x0 + C.wwww; - - i = i - floor(i * (1.0 / 289.0)) * 289.0; - float j0 = _permute_s4_noise( _permute_s4_noise( _permute_s4_noise( _permute_s4_noise(i.w) + i.z) + i.y) + i.x); - vec4 j1 = _permute_4_s4_noise( _permute_4_s4_noise( _permute_4_s4_noise( _permute_4_s4_noise ( - i.w + vec4(i1.w, i2.w, i3.w, 1.0 )) - + i.z + vec4(i1.z, i2.z, i3.z, 1.0 )) - + i.y + vec4(i1.y, i2.y, i3.y, 1.0 )) - + i.x + vec4(i1.x, i2.x, i3.x, 1.0 )); - - vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ; - - vec4 p0 = _grad4_s4_noise(j0, ip); - vec4 p1 = _grad4_s4_noise(j1.x, ip); - vec4 p2 = _grad4_s4_noise(j1.y, ip); - vec4 p3 = _grad4_s4_noise(j1.z, ip); - vec4 p4 = _grad4_s4_noise(j1.w, ip); - - vec4 norm = 2.79284291400159 - 1.85373472095314 * vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)); - p0 *= norm.x; - p1 *= norm.y; - p2 *= norm.z; - p3 *= norm.w; - p4 *= 2.79284291400159 - 1.85373472095314 * dot(p4,p4); - - vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), vec3(0.0)); - vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4)), vec2(0.0)); - m0 = m0 * m0; - m1 = m1 * m1; - return (33.0 *(dot(m0*m0, vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2))) - + dot(m1*m1, vec2(dot(p3, x3), dot(p4, x4)))) + 1.0) * 0.5; -} \ No newline at end of file diff --git a/shaderV/rgba/noise/worley2d.gd b/shaderV/rgba/noise/worley2d.gd deleted file mode 100644 index 25222f4..0000000 --- a/shaderV/rgba/noise/worley2d.gd +++ /dev/null @@ -1,82 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoiseWorley2d - -func _init(): - set_input_port_default_value(1, Vector3(0, 0, 0)) - set_input_port_default_value(2, 5.0) - set_input_port_default_value(3, 1.0) - -func _get_name() -> String: - return "WorleyNoise2D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "Noise" - -func _get_description() -> String: - return "2d worley noise" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 4 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "offset" - 2: - return "scale" - 3: - return "jitter" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "F1" - 1: - return "F2" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SCALAR - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/worley2d.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return """vec2 %s%s = _cellular2dNoiseFunc((%s.xy+%s.xy)*%s, min(max(%s, 0.0), 1.0)); -%s = %s%s.x; -%s = %s%s.y;""" % [ -output_vars[0], output_vars[1], uv, input_vars[1], input_vars[2], input_vars[3], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/noise/worley2d.gdshaderinc b/shaderV/rgba/noise/worley2d.gdshaderinc deleted file mode 100644 index 665ae8a..0000000 --- a/shaderV/rgba/noise/worley2d.gdshaderinc +++ /dev/null @@ -1,39 +0,0 @@ -vec2 _cellular2dNoiseFunc(vec2 P, float _jitter_w2d) { - float K = 0.142857142857; // 1/7 - float Ko = 0.428571428571; // 3/7 - - vec2 Pi = floor(P) - floor(floor(P) * (1.0 / 289.0)) * 289.0; - vec2 Pf = fract(P); - vec3 oi = vec3(-1.0, 0.0, 1.0); - vec3 of = vec3(-0.5, 0.5, 1.5); - vec3 px = (34.0*(Pi.x+oi)+1.0)*(Pi.x+oi)-floor((34.0*(Pi.x+oi)+1.0)*(Pi.x+oi)*(1.0/289.0))* 289.0; - vec3 p = (34.0*(px.x+Pi.y+ oi)+1.0)*(px.x+Pi.y+ oi)-floor((34.0*(px.x+Pi.y+oi)+1.0)*(px.x+Pi.y+ oi)*(1.0/289.0))*289.0; - vec3 ox = fract(p*K) - Ko; - vec3 oy = (floor(p*K) - floor(floor(p*K) * (1.0 / 7.0)) * 7.0) * K - Ko; - vec3 dx = Pf.x + 0.5 + _jitter_w2d*ox; - vec3 dy = Pf.y - of + _jitter_w2d*oy; - vec3 d1 = dx * dx + dy * dy; - p = (34.0*(px.y+Pi.y+oi)+1.0)*(px.y+Pi.y+oi)-floor((34.0*(px.y+Pi.y+oi)+1.0)*(px.y+Pi.y+oi)*(1.0/289.0))*289.0; - ox = fract(p*K) - Ko; - oy = (floor(p*K) - floor(floor(p*K) * (1.0 / 7.0)) * 7.0) * K - Ko; - dx = Pf.x - 0.5 + _jitter_w2d*ox; - dy = Pf.y - of + _jitter_w2d*oy; - vec3 d2 = dx * dx + dy * dy; - p = (34.0*(px.z+Pi.y+oi)+1.0)*(px.z+Pi.y+oi)-floor((34.0*(px.z+Pi.y+oi)+1.0)*(px.z+Pi.y+oi)*(1.0/289.0))*289.0; - ox = fract(p*K) - Ko; - oy = (floor(p*K) - floor(floor(p*K) * (1.0 / 7.0)) * 7.0) * K - Ko; - dx = Pf.x - 1.5 + _jitter_w2d*ox; - dy = Pf.y - of + _jitter_w2d*oy; - vec3 d3 = dx * dx + dy * dy; - vec3 d1a = min(d1, d2); - d2 = max(d1, d2); - d2 = min(d2, d3); - d1 = min(d1a, d2); - d2 = max(d1a, d2); - d1.xy = (d1.x < d1.y) ? d1.xy : d1.yx; - d1.xz = (d1.x < d1.z) ? d1.xz : d1.zx; - d1.yz = min(d1.yz, d2.yz); - d1.y = min(d1.y, d1.z); - d1.y = min(d1.y, d2.x); - return sqrt(d1.xy); -} \ No newline at end of file diff --git a/shaderV/rgba/noise/worley2x2.gd b/shaderV/rgba/noise/worley2x2.gd deleted file mode 100644 index d665857..0000000 --- a/shaderV/rgba/noise/worley2x2.gd +++ /dev/null @@ -1,70 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoiseWorley2x2 - -func _init(): - set_input_port_default_value(1, Vector3(0, 0, 0)) - set_input_port_default_value(2, 5.0) - set_input_port_default_value(3, 1.0) - -func _get_name() -> String: - return "WorleyNoise2x2" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "Noise" - -func _get_description() -> String: - return "2x2 worley noise" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 4 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "offset" - 2: - return "scale" - 3: - return "jitter" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "F1" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/worley2x2.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return "%s = _cellular2x2NoiseFunc((%s.xy+%s.xy)*%s, min(max(%s, 0.0), 1.0));" % [ -output_vars[0], uv, input_vars[1], input_vars[2], input_vars[3]] diff --git a/shaderV/rgba/noise/worley2x2.gdshaderinc b/shaderV/rgba/noise/worley2x2.gdshaderinc deleted file mode 100644 index 99c03ad..0000000 --- a/shaderV/rgba/noise/worley2x2.gdshaderinc +++ /dev/null @@ -1,19 +0,0 @@ -float _cellular2x2NoiseFunc(vec2 P, float _jitter_w2x2) { - float K = 0.142857142857; // 1/7 - float K2 = 0.0714285714285; // K/2 - - vec2 Pi = floor(P) - floor(floor(P) * (1.0 / 289.0)) * 289.0; - vec2 Pf = fract(P); - vec4 Pfx = Pf.x + vec4(-0.5, -1.5, -0.5, -1.5); - vec4 Pfy = Pf.y + vec4(-0.5, -0.5, -1.5, -1.5); - vec4 p = ((34.0*(Pi.x + vec4(0.0, 1.0, 0.0, 1.0))+1.0)*(Pi.x + vec4(0.0, 1.0, 0.0, 1.0)))-floor(((34.0*(Pi.x + vec4(0.0, 1.0, 0.0, 1.0))+1.0)*(Pi.x + vec4(0.0, 1.0, 0.0, 1.0)))*(1.0/289.0))*289.0; - p = ((34.0*(p + Pi.y + vec4(0.0, 0.0, 1.0, 1.0))+1.0)*(p + Pi.y + vec4(0.0, 0.0, 1.0, 1.0)))-floor(((34.0*(p + Pi.y + vec4(0.0, 0.0, 1.0, 1.0))+1.0)*(p + Pi.y + vec4(0.0, 0.0, 1.0, 1.0)))*(1.0/289.0))*289.0; - vec4 ox = (p - floor(p * (1.0 / 7.0)) * 7.0)*K+K2; - vec4 oy = (floor(p*K) - floor(floor(p*K) * (1.0 / 7.0)) * 7.0)*K+K2; - vec4 dx = Pfx + _jitter_w2x2*ox; - vec4 dy = Pfy + _jitter_w2x2*oy; - vec4 d = dx * dx + dy * dy; - d.xy = min(d.xy, d.zw); - d.x = min(d.x, d.y); - return sqrt(d.x); -} \ No newline at end of file diff --git a/shaderV/rgba/noise/worley3d.gd b/shaderV/rgba/noise/worley3d.gd deleted file mode 100644 index 5767edb..0000000 --- a/shaderV/rgba/noise/worley3d.gd +++ /dev/null @@ -1,87 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeNoiseWorley3d - -func _init(): - set_input_port_default_value(1, Vector3(0, 0, 0)) - set_input_port_default_value(2, 5.0) - set_input_port_default_value(3, 1.0) - set_input_port_default_value(4, 0.0) - -func _get_name() -> String: - return "WorleyNoise3D" - -func _get_category() -> String: - return "RGBA" - -func _get_subcategory() -> String: - return "Noise" - -func _get_description() -> String: - return "3d worley noise" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 5 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "offset" - 2: - return "scale" - 3: - return "jitter" - 4: - return "time" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "F1" - 1: - return "F2" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SCALAR - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/worley3d.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return """vec2 %s%s = _cellular3dNoiseFunc(vec3((%s.xy+%s.xy)*%s, %s), min(max(%s, 0.0), 1.0)); -%s = %s%s.x; -%s = %s%s.y;""" % [ -output_vars[0], output_vars[1], uv, input_vars[1], input_vars[2], input_vars[4], input_vars[3], -output_vars[0], output_vars[0], output_vars[1], -output_vars[1], output_vars[0], output_vars[1]] diff --git a/shaderV/rgba/noise/worley3d.gdshaderinc b/shaderV/rgba/noise/worley3d.gdshaderinc deleted file mode 100644 index 10a1ddd..0000000 --- a/shaderV/rgba/noise/worley3d.gdshaderinc +++ /dev/null @@ -1,144 +0,0 @@ -vec2 _cellular3dNoiseFunc(vec3 P, float _jitter_w3d) { - float K = 0.142857142857; - float Ko = 0.428571428571; - float K2 = 0.020408163265306; - float Kz = 0.166666666667; - float Kzo = 0.416666666667; - - vec3 Pi = floor(P) - floor(floor(P) * (1.0 / 289.0)) * 289.0; - vec3 Pf = fract(P) - 0.5; - - vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0); - vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0); - vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0); - - vec3 p = ((34.0*(Pi.x+vec3(-1.0,0.0,1.0))+1.0)*(Pi.x+vec3(-1.0,0.0,1.0)))-floor(((34.0*(Pi.x+vec3(-1.0,0.0,1.0))+1.0) - *(Pi.x+vec3(-1.0,0.0,1.0)))*(1.0/289.0))*289.0; - vec3 p1 = ((34.0*(p+Pi.y-1.0)+1.0)*(p+Pi.y-1.0))-floor(((34.0*(p+Pi.y-1.0)+1.0)*(p+Pi.y-1.0))*(1.0/289.0))*289.0; - vec3 p2 = ((34.0*(p+Pi.y)+1.0)*(p+Pi.y))-floor(((34.0*(p+Pi.y)+1.0)*(p+Pi.y))*(1.0/289.0))*289.0; - vec3 p3 = ((34.0*(p+Pi.y+1.0)+1.0)*(p+Pi.y+1.0))-floor(((34.0*(p+Pi.y+1.0)+1.0)*(p+Pi.y+1.0))*(1.0/289.0))*289.0; - - vec3 p11 = ((34.0*(p1+Pi.z-1.0)+1.0)*(p1+Pi.z-1.0))-floor(((34.0*(p1+Pi.z-1.0)+1.0)*(p1+Pi.z-1.0))*(1.0/289.0))*289.0; - vec3 p12 = ((34.0*(p1+Pi.z)+1.0)*(p1+Pi.z))-floor(((34.0*(p1+Pi.z)+1.0)*(p1+Pi.z))*(1.0/289.0))*289.0; - vec3 p13 = ((34.0*(p1+Pi.z+1.0)+1.0)*(p1+Pi.z+1.0))-floor(((34.0*(p1+Pi.z+1.0)+1.0)*(p1+Pi.z+1.0))*(1.0/289.0))*289.0; - - vec3 p21 = ((34.0*(p2+Pi.z-1.0)+1.0)*(p2+Pi.z-1.0))-floor(((34.0*(p2+Pi.z-1.0)+1.0)*(p2+Pi.z-1.0))*(1.0/289.0))*289.0; - vec3 p22 = ((34.0*(p2+Pi.z)+1.0)*(p2+Pi.z))-floor(((34.0*(p2+Pi.z)+1.0)*(p2+Pi.z))*(1.0/289.0))*289.0; - vec3 p23 = ((34.0*(p2+Pi.z+1.0)+1.0)*(p2+Pi.z+1.0))-floor(((34.0*(p2+Pi.z+1.0)+1.0)*(p2+Pi.z+1.0))*(1.0/289.0))*289.0; - - vec3 p31 = ((34.0*(p3+Pi.z-1.0)+1.0)*(p3+Pi.z-1.0))-floor(((34.0*(p3+Pi.z-1.0)+1.0)*(p3+Pi.z-1.0))*(1.0/289.0))*289.0; - vec3 p32 = ((34.0*(p3+Pi.z)+1.0)*(p3+Pi.z))-floor(((34.0*(p3+Pi.z)+1.0)*(p3+Pi.z))*(1.0/289.0))*289.0; - vec3 p33 = ((34.0*(p3+Pi.z+1.0)+1.0)*(p3+Pi.z+1.0))-floor(((34.0*(p3+Pi.z+1.0)+1.0)*(p3+Pi.z+1.0))*(1.0/289.0))*289.0; - - vec3 ox11 = fract(p11*K) - Ko; - vec3 oy11 = ((floor(p11*K))-floor((floor(p11*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz11 = floor(p11*K2)*Kz - Kzo; - - vec3 ox12 = fract(p12*K) - Ko; - vec3 oy12 = ((floor(p12*K))-floor((floor(p12*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz12 = floor(p12*K2)*Kz - Kzo; - - vec3 ox13 = fract(p13*K) - Ko; - vec3 oy13 = ((floor(p13*K))-floor((floor(p13*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz13 = floor(p13*K2)*Kz - Kzo; - - vec3 ox21 = fract(p21*K) - Ko; - vec3 oy21 = ((floor(p21*K))-floor((floor(p21*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz21 = floor(p21*K2)*Kz - Kzo; - - vec3 ox22 = fract(p22*K) - Ko; - vec3 oy22 = ((floor(p22*K))-floor((floor(p22*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz22 = floor(p22*K2)*Kz - Kzo; - - vec3 ox23 = fract(p23*K) - Ko; - vec3 oy23 = ((floor(p23*K))-floor((floor(p23*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz23 = floor(p23*K2)*Kz - Kzo; - - vec3 ox31 = fract(p31*K) - Ko; - vec3 oy31 = ((floor(p31*K))-floor((floor(p31*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz31 = floor(p31*K2)*Kz - Kzo; - - vec3 ox32 = fract(p32*K) - Ko; - vec3 oy32 = ((floor(p32*K))-floor((floor(p32*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz32 = floor(p32*K2)*Kz - Kzo; - - vec3 ox33 = fract(p33*K) - Ko; - vec3 oy33 = ((floor(p33*K))-floor((floor(p33*K))*(1.0/7.0))*7.0)*K - Ko; - vec3 oz33 = floor(p33*K2)*Kz - Kzo; - - vec3 dx11 = Pfx + _jitter_w3d*ox11; - vec3 dy11 = Pfy.x + _jitter_w3d*oy11; - vec3 dz11 = Pfz.x + _jitter_w3d*oz11; - - vec3 dx12 = Pfx + _jitter_w3d*ox12; - vec3 dy12 = Pfy.x + _jitter_w3d*oy12; - vec3 dz12 = Pfz.y + _jitter_w3d*oz12; - - vec3 dx13 = Pfx + _jitter_w3d*ox13; - vec3 dy13 = Pfy.x + _jitter_w3d*oy13; - vec3 dz13 = Pfz.z + _jitter_w3d*oz13; - - vec3 dx21 = Pfx + _jitter_w3d*ox21; - vec3 dy21 = Pfy.y + _jitter_w3d*oy21; - vec3 dz21 = Pfz.x + _jitter_w3d*oz21; - - vec3 dx22 = Pfx + _jitter_w3d*ox22; - vec3 dy22 = Pfy.y + _jitter_w3d*oy22; - vec3 dz22 = Pfz.y + _jitter_w3d*oz22; - - vec3 dx23 = Pfx + _jitter_w3d*ox23; - vec3 dy23 = Pfy.y + _jitter_w3d*oy23; - vec3 dz23 = Pfz.z + _jitter_w3d*oz23; - - vec3 dx31 = Pfx + _jitter_w3d*ox31; - vec3 dy31 = Pfy.z + _jitter_w3d*oy31; - vec3 dz31 = Pfz.x + _jitter_w3d*oz31; - - vec3 dx32 = Pfx + _jitter_w3d*ox32; - vec3 dy32 = Pfy.z + _jitter_w3d*oy32; - vec3 dz32 = Pfz.y + _jitter_w3d*oz32; - - vec3 dx33 = Pfx + _jitter_w3d*ox33; - vec3 dy33 = Pfy.z + _jitter_w3d*oy33; - vec3 dz33 = Pfz.z + _jitter_w3d*oz33; - - vec3 d11 = dx11 * dx11 + dy11 * dy11 + dz11 * dz11; - vec3 d12 = dx12 * dx12 + dy12 * dy12 + dz12 * dz12; - vec3 d13 = dx13 * dx13 + dy13 * dy13 + dz13 * dz13; - vec3 d21 = dx21 * dx21 + dy21 * dy21 + dz21 * dz21; - vec3 d22 = dx22 * dx22 + dy22 * dy22 + dz22 * dz22; - vec3 d23 = dx23 * dx23 + dy23 * dy23 + dz23 * dz23; - vec3 d31 = dx31 * dx31 + dy31 * dy31 + dz31 * dz31; - vec3 d32 = dx32 * dx32 + dy32 * dy32 + dz32 * dz32; - vec3 d33 = dx33 * dx33 + dy33 * dy33 + dz33 * dz33; - - vec3 d1a = min(d11, d12); - d12 = max(d11, d12); - d11 = min(d1a, d13); - d13 = max(d1a, d13); - d12 = min(d12, d13); - vec3 d2a = min(d21, d22); - d22 = max(d21, d22); - d21 = min(d2a, d23); - d23 = max(d2a, d23); - d22 = min(d22, d23); - vec3 d3a = min(d31, d32); - d32 = max(d31, d32); - d31 = min(d3a, d33); - d33 = max(d3a, d33); - d32 = min(d32, d33); - vec3 da = min(d11, d21); - d21 = max(d11, d21); - d11 = min(da, d31); - d31 = max(da, d31); - d11.xy = (d11.x < d11.y) ? d11.xy : d11.yx; - d11.xz = (d11.x < d11.z) ? d11.xz : d11.zx; - d12 = min(d12, d21); - d12 = min(d12, d22); - d12 = min(d12, d31); - d12 = min(d12, d32); - d11.yz = min(d11.yz,d12.xy); - d11.y = min(d11.y,d12.z); - d11.y = min(d11.y,d11.z); - return sqrt(d11.xy); -} \ No newline at end of file diff --git a/shaderV/rgba/normalFromHeightmap.gd b/shaderV/rgba/normalFromHeightmap.gd deleted file mode 100644 index d92c5b7..0000000 --- a/shaderV/rgba/normalFromHeightmap.gd +++ /dev/null @@ -1,90 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAnormalFromHeightmap - -func _init(): - set_input_port_default_value(2, Vector3(64, 64, 0)) - set_input_port_default_value(3, 10.0) - set_input_port_default_value(4, false) - set_input_port_default_value(5, false) - set_input_port_default_value(6, false) - -func _get_name() -> String: - return "NormalFromHeightmap" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return """Create normal map from heightmap texture. You should provide actual size of heightmap (in pixels). -It always uses 0 lod of heightmap texture to create normalmap. -It's possible to invert X and Y of normalmap if needed. -If you provide texture with different colors (not actual heightmap) to 'heightmapSampler', you can set 'preconvertToGray' to 'true'.""" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 7 - -func _get_input_port_name(port: int): - match port: - 0: - return "heightmapSampler" - 1: - return "uv" - 2: - return "heightmapSize" - 3: - return "strength" - 4: - return "preconvertToGray" - 5: - return "invertX" - 6: - return "invertY" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SAMPLER - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_BOOLEAN - 5: - return VisualShaderNode.PORT_TYPE_BOOLEAN - 6: - return VisualShaderNode.PORT_TYPE_BOOLEAN - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "normal" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/normalFromHeightmap.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var texture = "TEXTURE" - var uv = "UV" - - if input_vars[0]: - texture = input_vars[0] - if input_vars[1]: - uv = input_vars[1] - - return "%s = _normalFromHeightmapFunc(%s.xy, %s, %s.xy, %s, %s, %s, %s);" % [ -output_vars[0], uv, texture, input_vars[2], input_vars[3], input_vars[4], input_vars[5], input_vars[6]] diff --git a/shaderV/rgba/normalFromHeightmap.gdshaderinc b/shaderV/rgba/normalFromHeightmap.gdshaderinc deleted file mode 100644 index c357866..0000000 --- a/shaderV/rgba/normalFromHeightmap.gdshaderinc +++ /dev/null @@ -1,20 +0,0 @@ -vec3 _normalFromHeightmapFunc(vec2 _hm_uv, sampler2D _hm_tex, vec2 _hm_size, float _norm_hm_strgth, bool _conv_hm_gray, bool _inv_x_norm, bool _inv_y_norm){ - vec3 _hm_down = textureLod(_hm_tex, _hm_uv + vec2(0.0, 1.0 / _hm_size.y), 0.0).rgb; - vec3 _hm_up = textureLod(_hm_tex, _hm_uv - vec2(0.0, 1.0 / _hm_size.y), 0.0).rgb; - vec3 _hm_right = textureLod(_hm_tex, _hm_uv + vec2(1.0 / _hm_size.x, 0.0), 0.0).rgb; - vec3 _hm_left = textureLod(_hm_tex, _hm_uv - vec2(1.0 / _hm_size.x, 0.0), 0.0).rgb; - - if (_conv_hm_gray) { - _hm_down.r = 0.2126 * _hm_down.r + 0.7152 * _hm_down.g + 0.0722 * _hm_down.b; - _hm_up.r = 0.2126 * _hm_up.r + 0.7152 * _hm_up.g + 0.0722 * _hm_up.b; - _hm_right.r = 0.2126 * _hm_right.r + 0.7152 * _hm_right.g + 0.0722 * _hm_right.b; - _hm_left.r = 0.2126 * _hm_left.r + 0.7152 * _hm_left.g + 0.0722 * _hm_left.b; - } - - float dx = (1.0 - float(_inv_x_norm)) * (_hm_left.r - _hm_right.r) + - (float(_inv_x_norm)) * (-_hm_left.r + _hm_right.r); - float dy = (1.0 - float(_inv_y_norm)) * (_hm_up.r - _hm_down.r) + - (float(_inv_y_norm)) * (-_hm_up.r + _hm_down.r); - - return normalize(vec3(dx, dy, 1.0 / _norm_hm_strgth)); -} \ No newline at end of file diff --git a/shaderV/rgba/posterize.gd b/shaderV/rgba/posterize.gd deleted file mode 100644 index 0bbb9e2..0000000 --- a/shaderV/rgba/posterize.gd +++ /dev/null @@ -1,54 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAposterize - -func _init(): - set_input_port_default_value(1, 8.0) - -func _get_name() -> String: - return "Posterize" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return "Rounds values based on the value coming through [steps]" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 2 - -func _get_input_port_name(port: int): - match port: - 0: - return "color" - 1: - return "steps" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "col" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/posterize.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - return "%s = _posterizeFunc(%s, %s);" % [output_vars[0], input_vars[0], input_vars[1]] diff --git a/shaderV/rgba/posterize.gdshaderinc b/shaderV/rgba/posterize.gdshaderinc deleted file mode 100644 index bb980c0..0000000 --- a/shaderV/rgba/posterize.gdshaderinc +++ /dev/null @@ -1,3 +0,0 @@ -vec3 _posterizeFunc(vec3 _col_posterize, float _steps_posterize){ - return floor(_col_posterize * _steps_posterize) / (_steps_posterize - 1.0); -} \ No newline at end of file diff --git a/shaderV/rgba/shiftHSV.gd b/shaderV/rgba/shiftHSV.gd deleted file mode 100644 index 902038d..0000000 --- a/shaderV/rgba/shiftHSV.gd +++ /dev/null @@ -1,67 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAshiftHSV - -func _init(): - set_input_port_default_value(1, 0.0) - set_input_port_default_value(2, 1.0) - set_input_port_default_value(3, 1.0) - -func _get_name() -> String: - return "ShiftHSV" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return """Changes hue, saturation and value of input color. -[hue] will be added to [color] hue, so [col].hue = [color].hue + [hue]. -[color] saturation and value will be multiplied by [sat] and [value], so [col].saturation(OR)value = [color].saturation(OR)value +* [sat](OR)[value]""" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 4 - -func _get_input_port_name(port: int): - match port: - 0: - return "color" - 1: - return "hue" - 2: - return "sat" - 3: - return "value" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "col" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/shiftHSV.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - return "%s = _hsvChangeHSVChangeFunc(%s, %s, %s, %s);" % [ -output_vars[0], input_vars[0], input_vars[1], input_vars[2], input_vars[3]] diff --git a/shaderV/rgba/shiftHSV.gdshaderinc b/shaderV/rgba/shiftHSV.gdshaderinc deleted file mode 100644 index fa38f8c..0000000 --- a/shaderV/rgba/shiftHSV.gdshaderinc +++ /dev/null @@ -1,24 +0,0 @@ - -vec3 _hsvChangeHSVChangeFunc(vec3 _color_HSVChange, float _h_HSVChange, float _s_HSVChange, float _v_HSVChange){ - // RGB2HSV - vec3 c = _color_HSVChange; - vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); - vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - c = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); - - c.r += _h_HSVChange; - c.g *= _s_HSVChange; - c.b *= _v_HSVChange; - float hue = c.r + _h_HSVChange; - c.x = (hue < 0.0) ? hue + 1.0 : ((hue > 1.0) ? hue - 1.0 : hue); - - // HSV2RGB - K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - vec3 p2 = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); - c = c.z * mix(K.xxx, clamp(p2 - K.xxx, 0.0, 1.0), c.y); - - return c; -} diff --git a/shaderV/rgba/shineFX.gd b/shaderV/rgba/shineFX.gd deleted file mode 100644 index e510bdd..0000000 --- a/shaderV/rgba/shineFX.gd +++ /dev/null @@ -1,109 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAshineFX - -func _init(): - set_input_port_default_value(3, 0.0) - set_input_port_default_value(4, 0.0) - set_input_port_default_value(5, 0.0) - set_input_port_default_value(6, 0.0) - set_input_port_default_value(7, 0.0) - set_input_port_default_value(8, 0.0) - set_input_port_default_value(9, Vector3(1.0, 1.0, 1.0)) - -func _get_name() -> String: - return "ShineFX" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return "Adds shine effect in form of line" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 10 - -func _get_input_port_name(port: int): - match port: - 0: - return "uv" - 1: - return "color" - 2: - return "alpha" - 3: - return "location" - 4: - return "angle(radians)" - 5: - return "width" - 6: - return "soft" - 7: - return "bright" - 8: - return "gloss" - 9: - return "shineColor" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_SCALAR - 5: - return VisualShaderNode.PORT_TYPE_SCALAR - 6: - return VisualShaderNode.PORT_TYPE_SCALAR - 7: - return VisualShaderNode.PORT_TYPE_SCALAR - 8: - return VisualShaderNode.PORT_TYPE_SCALAR - 9: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/shineFX.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var uv = "UV" - - if input_vars[0]: - uv = input_vars[0] - - return """%s = %s; -%s = _shineFunc(vec4(%s, %s), %s.xy, %s, %s, %s, %s, %s, %s, %s).rgb;""" % [ -output_vars[1], input_vars[2], -output_vars[0], input_vars[1], input_vars[2], uv, input_vars[3], input_vars[4], -input_vars[5], input_vars[6], input_vars[7], input_vars[8], input_vars[9]] diff --git a/shaderV/rgba/shineFX.gdshaderinc b/shaderV/rgba/shineFX.gdshaderinc deleted file mode 100644 index a3e282f..0000000 --- a/shaderV/rgba/shineFX.gdshaderinc +++ /dev/null @@ -1,9 +0,0 @@ -vec4 _shineFunc(vec4 _color_shine, vec2 _uv_shine, float _loc_shine, float _rot_shine, float _width_shine, float _soft_shine, float _bright_shine, float _gloss_shine, vec3 _shine_color_shine){ - vec2 _angle_shine = vec2(cos(_rot_shine), sin(_rot_shine)); - float _norm_pos_shine = dot(_uv_shine, _angle_shine); - float _normal_shine = 1.0 - abs((_norm_pos_shine - _loc_shine) / _width_shine); - float _shine_power_shine = smoothstep(0.0, _soft_shine * 2.0, _normal_shine); - vec3 _reflect_color_shine = mix(vec3(1.0), _color_shine.rgb * 10.0, _gloss_shine); - _color_shine.rgb += _color_shine.a * _shine_power_shine * _bright_shine * _reflect_color_shine * _shine_color_shine.rgb; - return _color_shine; -} \ No newline at end of file diff --git a/shaderV/rgba/sobelEdge.gd b/shaderV/rgba/sobelEdge.gd deleted file mode 100644 index 1d92ede..0000000 --- a/shaderV/rgba/sobelEdge.gd +++ /dev/null @@ -1,84 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAsobelEdge - -func _init(): - set_input_port_default_value(2, -1.0) - set_input_port_default_value(3, 0.001) - set_input_port_default_value(4, false) - set_input_port_default_value(5, false) - -func _get_name() -> String: - return "SobelEdge" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return """Sobel edge filter. Returns detected edges as scalar. -'scharr' controls if Scharr or Sobel operator is used. -Note: negative lod => detect lod automatically""" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_input_port_count() -> int: - return 6 - -func _get_input_port_name(port: int): - match port: - 0: - return "sampler2D" - 1: - return "uv" - 2: - return "lod" - 3: - return "offset" - 4: - return "preconvertToGray" - 5: - return "scharr" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_SAMPLER - 1: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - 4: - return VisualShaderNode.PORT_TYPE_BOOLEAN - 5: - return VisualShaderNode.PORT_TYPE_BOOLEAN - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "edges" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/sobelEdge.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - var texture = "TEXTURE" - var uv = "UV" - - if input_vars[0]: - texture = input_vars[0] - if input_vars[1]: - uv = input_vars[1] - - return "%s = _sobelEdgeFunc(%s, %s.xy, %s, %s, %s, %s);" % [ -output_vars[0], texture, uv, input_vars[2], input_vars[3], input_vars[4], input_vars[5]] diff --git a/shaderV/rgba/sobelEdge.gdshaderinc b/shaderV/rgba/sobelEdge.gdshaderinc deleted file mode 100644 index 947603c..0000000 --- a/shaderV/rgba/sobelEdge.gdshaderinc +++ /dev/null @@ -1,50 +0,0 @@ -float _sobelEdgeFunc(sampler2D _tex_sobel, vec2 _uv_sobel, float _lod_sobel, float _ofst_sobel, bool _preconv_grayscale_sobel, bool _use_scharr){ - vec3 s00 = vec3(0.0); - vec3 s01 = vec3(0.0); - vec3 s02 = vec3(0.0); - vec3 s10 = vec3(0.0); - vec3 s12 = vec3(0.0); - vec3 s20 = vec3(0.0); - vec3 s21 = vec3(0.0); - vec3 s22 = vec3(0.0); - if (_lod_sobel < 0.0){ - s00 = texture(_tex_sobel, _uv_sobel + _ofst_sobel * vec2(-1.0, -1.0)).rgb; - s01 = texture(_tex_sobel, _uv_sobel + _ofst_sobel * vec2( 0.0, -1.0)).rgb; - s02 = texture(_tex_sobel, _uv_sobel + _ofst_sobel * vec2( 1.0, -1.0)).rgb; - s10 = texture(_tex_sobel, _uv_sobel + _ofst_sobel * vec2(-1.0, 0.0)).rgb; - s12 = texture(_tex_sobel, _uv_sobel + _ofst_sobel * vec2( 1.0, 0.0)).rgb; - s20 = texture(_tex_sobel, _uv_sobel + _ofst_sobel * vec2(-1.0, 1.0)).rgb; - s21 = texture(_tex_sobel, _uv_sobel + _ofst_sobel * vec2( 0.0, 1.0)).rgb; - s22 = texture(_tex_sobel, _uv_sobel + _ofst_sobel * vec2( 1.0, 1.0)).rgb; - }else{ - s00 = textureLod(_tex_sobel, _uv_sobel + _ofst_sobel * vec2(-1.0, -1.0), _lod_sobel).rgb; - s01 = textureLod(_tex_sobel, _uv_sobel + _ofst_sobel * vec2( 0.0, -1.0), _lod_sobel).rgb; - s02 = textureLod(_tex_sobel, _uv_sobel + _ofst_sobel * vec2( 1.0, -1.0), _lod_sobel).rgb; - s10 = textureLod(_tex_sobel, _uv_sobel + _ofst_sobel * vec2(-1.0, 0.0), _lod_sobel).rgb; - s12 = textureLod(_tex_sobel, _uv_sobel + _ofst_sobel * vec2( 1.0, 0.0), _lod_sobel).rgb; - s20 = textureLod(_tex_sobel, _uv_sobel + _ofst_sobel * vec2(-1.0, 1.0), _lod_sobel).rgb; - s21 = textureLod(_tex_sobel, _uv_sobel + _ofst_sobel * vec2( 0.0, 1.0), _lod_sobel).rgb; - s22 = textureLod(_tex_sobel, _uv_sobel + _ofst_sobel * vec2( 1.0, 1.0), _lod_sobel).rgb; - } - if (_preconv_grayscale_sobel){ - s00.x = 0.2126 * s00.r + 0.7152 * s00.g + 0.0722 * s00.b; - s01.x = 0.2126 * s01.r + 0.7152 * s01.g + 0.0722 * s01.b; - s02.x = 0.2126 * s02.r + 0.7152 * s02.g + 0.0722 * s02.b; - s10.x = 0.2126 * s10.r + 0.7152 * s10.g + 0.0722 * s10.b; - s12.x = 0.2126 * s12.r + 0.7152 * s12.g + 0.0722 * s12.b; - s20.x = 0.2126 * s20.r + 0.7152 * s20.g + 0.0722 * s20.b; - s21.x = 0.2126 * s21.r + 0.7152 * s21.g + 0.0722 * s21.b; - s22.x = 0.2126 * s22.r + 0.7152 * s22.g + 0.0722 * s22.b; - } - float edgeSqr = 0.0; - if (!_use_scharr) { - float sobelX = s00.x + 2.0 * s10.x + s20.x - s02.x - 2.0 * s12.x - s22.x; - float sobelY = s00.x + 2.0 * s01.x + s02.x - s20.x - 2.0 * s21.x - s22.x; - edgeSqr = (sobelX * sobelX + sobelY * sobelY); - }else{ - float scharrX = 3.0 * s00.x + 10.0 * s10.x + 3.0 * s20.x - 3.0 * s02.x - 10.0 * s12.x - 3.0 * s22.x; - float scharrY = 3.0 * s00.x + 10.0 * s01.x + 3.0 * s02.x - 3.0 * s20.x - 10.0 * s21.x - 3.0 * s22.x; - edgeSqr = (scharrX * scharrX + scharrY * scharrY); - } - return edgeSqr; -} \ No newline at end of file diff --git a/shaderV/rgba/tintRGBA.gd b/shaderV/rgba/tintRGBA.gd deleted file mode 100644 index ee700d3..0000000 --- a/shaderV/rgba/tintRGBA.gd +++ /dev/null @@ -1,70 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAtintRGBA - -func _init(): - set_input_port_default_value(1, 1.0) - set_input_port_default_value(2, Vector3(1.0, 1.0, 1.0)) - set_input_port_default_value(3, 1.0) - -func _get_name() -> String: - return "TintRGBA" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return "Tints RGBA with tint color (same as modulate property in editor)" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 4 - -func _get_input_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - 2: - return "colorTint" - 3: - return "alphaTint" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 3: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 2 - -func _get_output_port_name(port: int): - match port: - 0: - return "col" - 1: - return "alpha" - -func _get_output_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_code(input_vars, output_vars, mode, type): - return """%s = %s * %s; -%s = %s * %s;""" % [output_vars[0], input_vars[0], input_vars[2], - output_vars[1], input_vars[1], input_vars[3]] diff --git a/shaderV/rgba/tonemap.gd b/shaderV/rgba/tonemap.gd deleted file mode 100644 index 3e031f2..0000000 --- a/shaderV/rgba/tonemap.gd +++ /dev/null @@ -1,60 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAtonemap - -func _init(): - set_input_port_default_value(1, 0.0) - set_input_port_default_value(2, 1.0) - -func _get_name() -> String: - return "Tonemap" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -#func _get_description() -> String: -# return "" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 3 - -func _get_input_port_name(port: int): - match port: - 0: - return "color" - 1: - return "exposure" - 2: - return "gamma" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 1: - return VisualShaderNode.PORT_TYPE_SCALAR - 2: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "col" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/tonemap.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - return "%s = _tonemapFunc(%s, %s, %s);" % [ -output_vars[0], input_vars[0], input_vars[1], input_vars[2]] diff --git a/shaderV/rgba/tonemap.gdshaderinc b/shaderV/rgba/tonemap.gdshaderinc deleted file mode 100644 index 76fae4b..0000000 --- a/shaderV/rgba/tonemap.gdshaderinc +++ /dev/null @@ -1,5 +0,0 @@ -vec3 _tonemapFunc(vec3 _color_tonemap, float _exposure_tonemap, float _gamma_tonemap){ - _color_tonemap.rgb *= pow(2.0, _exposure_tonemap); - _color_tonemap.rgb = pow(_color_tonemap.rgb, vec3(_gamma_tonemap)); - return _color_tonemap; -} \ No newline at end of file diff --git a/shaderV/rgba/turnCGA4Palette.gd b/shaderV/rgba/turnCGA4Palette.gd deleted file mode 100644 index a4a8b53..0000000 --- a/shaderV/rgba/turnCGA4Palette.gd +++ /dev/null @@ -1,54 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAturnCGA4Palette - -func _init(): - set_input_port_default_value(1, 1.5) - -func _get_name() -> String: - return "TurnCGA4Palette" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return "Swaps color to CGA 4-color palette" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 2 - -func _get_input_port_name(port: int): - match port: - 0: - return "color" - 1: - return "threshold" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 0: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "col" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/turnCGA4Palette.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - return "%s = _cg4PaletteFunc(%s, %s);" % [output_vars[0], input_vars[0], input_vars[1]] diff --git a/shaderV/rgba/turnCGA4Palette.gdshaderinc b/shaderV/rgba/turnCGA4Palette.gdshaderinc deleted file mode 100644 index be96316..0000000 --- a/shaderV/rgba/turnCGA4Palette.gdshaderinc +++ /dev/null @@ -1,16 +0,0 @@ -vec3 _cg4PaletteFunc(vec3 _col_cga, float _gamma_cga){ - _col_cga = pow(_col_cga, vec3(_gamma_cga)); - float _gray_col_cga4 = 0.21 * _col_cga.r + 0.71 * _col_cga.g + 0.07 * _col_cga.b; - vec3 _res_col_cga4 = vec3(0.0); - - if (_gray_col_cga4 <= 1.0/4.0) - _res_col_cga4 = vec3(0.0, 0.0, 0.0); - else if (_gray_col_cga4 <= 2.0/4.0) - _res_col_cga4 = vec3(1.0, 0.33, 1.0); - else if (_gray_col_cga4 <= 3.0/4.0) - _res_col_cga4 = vec3(0.33, 1.0, 1.0); - else if (_gray_col_cga4 <= 4.0/4.0) - _res_col_cga4 = vec3(1.0, 1.0, 1.0); - - return _res_col_cga4; -} \ No newline at end of file diff --git a/shaderV/rgba/turnGBPalette.gd b/shaderV/rgba/turnGBPalette.gd deleted file mode 100644 index 9b10668..0000000 --- a/shaderV/rgba/turnGBPalette.gd +++ /dev/null @@ -1,54 +0,0 @@ -@tool -extends VisualShaderNodeCustom -class_name VisualShaderNodeRGBAturnGameBoyPalette - -func _init(): - set_input_port_default_value(1, 1.5) - -func _get_name() -> String: - return "TurnGameBoyPalette" - -func _get_category() -> String: - return "RGBA" - -#func _get_subcategory(): -# return "" - -func _get_description() -> String: - return "Swaps color to GameBoy palette" - -func _get_return_icon_type(): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_input_port_count() -> int: - return 2 - -func _get_input_port_name(port: int): - match port: - 0: - return "color" - 1: - return "threshold" - -func _get_input_port_type(port: int): - match port: - 0: - return VisualShaderNode.PORT_TYPE_VECTOR_3D - 0: - return VisualShaderNode.PORT_TYPE_SCALAR - -func _get_output_port_count() -> int: - return 1 - -func _get_output_port_name(port: int) -> String: - return "col" - -func _get_output_port_type(port): - return VisualShaderNode.PORT_TYPE_VECTOR_3D - -func _get_global_code(mode): - var path = self.get_script().get_path().get_base_dir() - return '#include "' + path + '/turnGBPalette.gdshaderinc"' - -func _get_code(input_vars, output_vars, mode, type): - return "%s = _gameboyPaletteFunc(%s, %s);" % [output_vars[0], input_vars[0], input_vars[1]] diff --git a/shaderV/rgba/turnGBPalette.gdshaderinc b/shaderV/rgba/turnGBPalette.gdshaderinc deleted file mode 100644 index 5a6046b..0000000 --- a/shaderV/rgba/turnGBPalette.gdshaderinc +++ /dev/null @@ -1,16 +0,0 @@ -vec3 _gameboyPaletteFunc(vec3 _col_gbp0, float _gamma_gbp0){ - _col_gbp0 = pow(_col_gbp0, vec3(_gamma_gbp0)); - float _gray_col_gbp0 = 0.21 * _col_gbp0.r + 0.71 * _col_gbp0.g + 0.07 * _col_gbp0.b; - vec3 _res_col_gbp0 = vec3(0.0); - - if (_gray_col_gbp0 <= 1.0/4.0) - _res_col_gbp0 = vec3(0.063, 0.247, 0.063); - else if (_gray_col_gbp0 <= 2.0/4.0) - _res_col_gbp0 = vec3(0.188, 0.392, 0.188); - else if (_gray_col_gbp0 <= 3.0/4.0) - _res_col_gbp0 = vec3(0.549, 0.667, 0.078); - else if (_gray_col_gbp0 <= 4.0/4.0) - _res_col_gbp0 = vec3(0.612, 0.725, 0.086); - - return _res_col_gbp0; -} \ No newline at end of file