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UVManipulation.gd
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# This node was created by Foyezes
# x.com/Foyezes
# bsky.app/profile/foyezes.bsky.social
@tool
extends VisualShaderNodeCustom
class_name VisualShaderNodeUVManip
func _get_name():
return "UVManipulation"
func _get_category():
return "UV"
func _get_description():
return "Rotate, Scale and Offset UV"
func _get_output_port_count():
return 1
func _get_input_port_count():
return 5
func _get_return_icon_type():
return VisualShaderNode.PORT_TYPE_VECTOR_2D
func _get_output_port_name(port):
match port:
0:
return "uv"
func _get_output_port_type(port):
return VisualShaderNode.PORT_TYPE_VECTOR_2D
func _get_input_port_name(port):
match port:
0:
return "UV"
1:
return "Scale"
2:
return "Rotation"
3:
return "Pivot"
4:
return "Offset"
func _get_input_port_type(port):
match port:
0:
return VisualShaderNode.PORT_TYPE_VECTOR_2D
1:
return VisualShaderNode.PORT_TYPE_SCALAR
2:
return VisualShaderNode.PORT_TYPE_SCALAR
3:
return VisualShaderNode.PORT_TYPE_VECTOR_2D
4:
return VisualShaderNode.PORT_TYPE_VECTOR_2D
func _get_input_port_default_value(port):
match port:
1:
return 1.0;
2:
return 0.0;
3:
return Vector2(0.0, 0.0);
4:
return Vector2(0.0, 0.0);
func _get_global_code(mode):
return """
vec2 rotateUV(vec2 uv_in, float angle) {
float angle_rad = radians(angle);
mat2 rotate = mat2(
vec2(cos(angle_rad), -sin(angle_rad)),
vec2(sin(angle_rad), cos(angle_rad))
);
return rotate * uv_in;
}
vec2 UVManip(vec2 uv, float scale_placeholder, float rotation_placeholder, vec2 pivot_placeholder, vec2 offset_placeholder) {
vec2 pivot_internal = clamp(pivot_placeholder, 0.0, 1.0);
uv -= pivot_internal;
uv *= scale_placeholder;
uv = rotateUV(uv, rotation_placeholder);
uv += pivot_internal;
uv += offset_placeholder;
return uv;
}
"""
func _get_code(input_vars, output_vars, mode, type):
return output_vars[0] + "=UVManip(%s, %s, %s, %s, %s);" % [input_vars[0], input_vars[1], input_vars[2], input_vars[3], input_vars[4]]