diff --git a/.gitignore b/.gitignore
index 852a042..841dbac 100644
--- a/.gitignore
+++ b/.gitignore
@@ -16,6 +16,7 @@ mono_crash.*.json
*.x86_64
godot.*.template_release.*
dist/*
+!dist/.gitkeep
screenshot.png.import
diff --git a/LICENSE b/LICENSE
index ba50b01..920dc4f 100644
--- a/LICENSE
+++ b/LICENSE
@@ -1,28 +1,21 @@
-BSD 3-Clause License
+MIT License
-Copyright (c) 2025, Julian Müller (ChaoticByte)
+Copyright (c) 2024 Julian Müller (ChaoticByte)
-Redistribution and use in source and binary forms, with or without
-modification, are permitted provided that the following conditions are met:
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
-1. Redistributions of source code must retain the above copyright notice, this
- list of conditions and the following disclaimer.
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
-2. Redistributions in binary form must reproduce the above copyright notice,
- this list of conditions and the following disclaimer in the documentation
- and/or other materials provided with the distribution.
-
-3. Neither the name of the copyright holder nor the names of its
- contributors may be used to endorse or promote products derived from
- this software without specific prior written permission.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
-AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
-FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
-DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
-SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
-CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
-OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/README.md b/README.md
index a12517b..4c3496d 100644
--- a/README.md
+++ b/README.md
@@ -3,15 +3,7 @@

-
An image editing/compositing software for graphics programmers.
-
-## Table of Contents
-
-- [Supported Platforms](#supported-platforms)
-- [Usage](#usage)
-- [Shaderlib](#shaderlib)
-- [Commandline interface](#commandline-interface)
-- [Known Issues](#known-issues)
+Create image filters by writing shaders.
## Supported Platforms
@@ -21,16 +13,8 @@ You can find the latest releases [here](https://github.com/ChaoticByte/Fragmente
## Usage
-With Fragemented, you are processing images with GDShaders. This brings almost endless opportunities to create unique art.
-If you want to learn GDShader, take a look at the [Godot docs](https://docs.godotengine.org/en/stable/tutorials/shaders/).
-
-**The builtin editor got removed** from Fragmented with version **v9.0**. I advise you to write your shaders directly in the Godot Editor.
-
-**To get started, use the project template (see the Releases section of this repo) and open it in Godot.**
-
-The template includes many examples. You can use them as a starting-point to write your own stuff.
-
-Besides the regular GDShader stuff, Fragmented has so-called directives. Those allow to further control the behaviour of the application. **The most important directive is `//!load` to load an image.**
+The repo includes examples. You can use them as a starting-point to write your own filters.
+Just load an image using `//!load`, edit the shader code and hit `F5` to see the changes.
### Load TEXTURE using the `//!load` directive
@@ -62,17 +46,13 @@ Example:
//!load ...
//!steps 5
-uniform int STEP;
-uniform int STEPS;
-
void fragment() {
if (STEP == 0) {
- ...
+ ...
} else if (STEP == 1) {
- ...
- } else if (STEP == STEPS-1) {
- ...
+ ...
}
+ // ... and so on
}
```
@@ -86,71 +66,11 @@ Here is an example:
```glsl
shader_type canvas_item;
-#include "./shaderlib/oklab.gdshaderinc"
+#include "res://shaderlib/hsv.gdshaderinc"
-//!load ./images/swamp.jpg
+//!load ./examples/images/swamp.jpg
void fragment() {
- vec4 oklab = rgb2oklab(COLOR);
- vec4 oklch = oklab2oklch(oklab);
- oklch.z -= 2.0;
- COLOR = oklab2rgb(oklch2oklab(oklch));
+ COLOR = hsv_offset(COLOR, 0.32, 0.2, 0.0);
}
```
-
-## Commandline interface
-
-You can run Fragmented from the commandline or scripts.
-
-> Note: Headless mode is not supported. Using the commandline interface still opens a window.
-
-### Usage
-
-```
-~ Fragmented CLI ~
--================-
-
-Usage:
-
-./Fragmented
-
-Commands:
-
- help
-
- | Shows this help text.
-
- apply --shader PATH [--load-image PATH]
-
- | Applies a shader file.
-
- --shader PATH The path to the shader
- --output PATH Where to write the resulting image to.
- In batch mode, this must be a folder.
- --load-image PATH The path to the image. This will overwrite the
- load directive of the shader file.
- Passing a folder activates batch mode.
- (optional)
-
-```
-
-### Batch Mode
-
-Since version v8.0, you can pass a directory to `--load-image` and `--output`. This will process all images in the input directory and write the output to the output directory.
-
-> Note: You *can* use this feature for video frames, but it will take a loooong time.
-
-#### Examples
-
-```
-./Fragmented apply --shader ./examples/oklab.gdshader --output ./output.png
-```
-
-```
-./Fragmented apply --shader ./examples/oklab.gdshader --load-image ~/Pictures/test.png --output ./output.png
-```
-
-## Known Issues
-
-- screen scaling is unsupported; Using screen scaling could lead to an either blurry UI, or no scaling at all -> see #45
-- commandline interface: `--headless` is not supported
diff --git a/src/assets/error.svg b/assets/error.svg
similarity index 100%
rename from src/assets/error.svg
rename to assets/error.svg
diff --git a/src/assets/error.svg.import b/assets/error.svg.import
similarity index 76%
rename from src/assets/error.svg.import
rename to assets/error.svg.import
index 368b3a5..07666be 100644
--- a/src/assets/error.svg.import
+++ b/assets/error.svg.import
@@ -3,15 +3,15 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://04iv1gogpuhu"
-path="res://.godot/imported/error.svg-28fb29635cf59d39cabf7052619f602f.ctex"
+path="res://.godot/imported/error.svg-75fe5f417585e01e99de8885f1f45c3b.ctex"
metadata={
"vram_texture": false
}
[deps]
-source_file="res://src/assets/error.svg"
-dest_files=["res://.godot/imported/error.svg-28fb29635cf59d39cabf7052619f602f.ctex"]
+source_file="res://assets/error.svg"
+dest_files=["res://.godot/imported/error.svg-75fe5f417585e01e99de8885f1f45c3b.ctex"]
[params]
diff --git a/src/assets/icon.png b/assets/icon.png
similarity index 100%
rename from src/assets/icon.png
rename to assets/icon.png
diff --git a/src/assets/icon.png.import b/assets/icon.png.import
similarity index 73%
rename from src/assets/icon.png.import
rename to assets/icon.png.import
index d1a6196..ce38ae5 100644
--- a/src/assets/icon.png.import
+++ b/assets/icon.png.import
@@ -3,15 +3,15 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://kqwc4avs2xdp"
-path="res://.godot/imported/icon.png-d8298ab6eda392a806be6bb7eec65b9c.ctex"
+path="res://.godot/imported/icon.png-b6a7fb2db36edd3d95dc42f1dc8c1c5d.ctex"
metadata={
"vram_texture": false
}
[deps]
-source_file="res://src/assets/icon.png"
-dest_files=["res://.godot/imported/icon.png-d8298ab6eda392a806be6bb7eec65b9c.ctex"]
+source_file="res://assets/icon.png"
+dest_files=["res://.godot/imported/icon.png-b6a7fb2db36edd3d95dc42f1dc8c1c5d.ctex"]
[params]
diff --git a/src/assets/okay.svg b/assets/okay.svg
similarity index 100%
rename from src/assets/okay.svg
rename to assets/okay.svg
diff --git a/src/assets/okay.svg.import b/assets/okay.svg.import
similarity index 76%
rename from src/assets/okay.svg.import
rename to assets/okay.svg.import
index e1631da..6b6c11f 100644
--- a/src/assets/okay.svg.import
+++ b/assets/okay.svg.import
@@ -3,15 +3,15 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://m1omb6g45vst"
-path="res://.godot/imported/okay.svg-de66a022ef37753b085371b7c60aefd1.ctex"
+path="res://.godot/imported/okay.svg-7f6df15523471a86f27b6817e9528a4e.ctex"
metadata={
"vram_texture": false
}
[deps]
-source_file="res://src/assets/okay.svg"
-dest_files=["res://.godot/imported/okay.svg-de66a022ef37753b085371b7c60aefd1.ctex"]
+source_file="res://assets/okay.svg"
+dest_files=["res://.godot/imported/okay.svg-7f6df15523471a86f27b6817e9528a4e.ctex"]
[params]
diff --git a/build-template/Containerfile b/build-template/Containerfile
index b1a0c48..38d31a7 100644
--- a/build-template/Containerfile
+++ b/build-template/Containerfile
@@ -7,14 +7,15 @@ FROM docker.io/ubuntu:focal AS os-base
# https://docs.godotengine.org/en/stable/contributing/development/compiling/compiling_for_linuxbsd.html
RUN apt-get update
-RUN DEBIAN_FRONTEND=noninteractive apt-get install -yq python3-pip git build-essential pkg-config libx11-dev libxcursor-dev libxinerama-dev libgl1-mesa-dev libglu1-mesa-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev libwayland-dev
-RUN pip3 install --system scons
+RUN DEBIAN_FRONTEND=noninteractive apt-get install -yq build-essential scons pkg-config libx11-dev libxcursor-dev libxinerama-dev libgl1-mesa-dev libglu1-mesa-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev libwayland-dev
+
+RUN DEBIAN_FRONTEND=noninteractive apt-get install -yq git
FROM os-base AS clone-src
-RUN git clone https://github.com/godotengine/godot.git -b 4.4-stable /godot-src
+RUN git clone https://github.com/godotengine/godot.git -b 4.3-stable /godot-src
FROM clone-src
WORKDIR /godot-src
-ENTRYPOINT scons platform=linuxbsd target=template_release lto=full optimize=size disable_3d=yes module_text_server_adv_enabled=no module_text_server_fb_enabled=yes module_basis_universal_enabled=no module_csg_enabled=no module_enet_enabled=no module_gridmap_enabled=no module_jsonrpc_enabled=no module_mbedtls_enabled=no module_meshoptimizer_enabled=no module_minimp3_enabled=no module_mobile_vr_enabled=no module_msdfgen_enabled=no module_multiplayer_enabled=no module_navigation_enabled=no module_ogg_enabled=no module_openxr_enabled=no module_raycast_enabled=no module_squish_enabled=no module_theora_enabled=no module_upnp_enabled=no module_vhacd_enabled=no module_vorbis_enabled=no module_webrtc_enabled=no module_websocket_enabled=no module_webxr_enabled=no arch=x86_64 && strip bin/godot.linuxbsd.template_release.x86_64
+ENTRYPOINT scons platform=linuxbsd target=template_release lto=full optimize=size disable_3d=yes module_text_server_adv_enabled=no module_text_server_fb_enabled=yes module_basis_universal_enabled=no module_csg_enabled=no module_dds_enabled=no module_enet_enabled=no module_gridmap_enabled=no module_hdr_enabled=no module_jsonrpc_enabled=no module_ktx_enabled=no module_mbedtls_enabled=no module_meshoptimizer_enabled=no module_minimp3_enabled=no module_mobile_vr_enabled=no module_msdfgen_enabled=no module_multiplayer_enabled=no module_navigation_enabled=no module_ogg_enabled=no module_openxr_enabled=no module_raycast_enabled=no module_squish_enabled=no module_svg_enabled=no module_tga_enabled=no module_theora_enabled=no module_tinyexr_enabled=no module_upnp_enabled=no module_vhacd_enabled=no module_vorbis_enabled=no module_webrtc_enabled=no module_websocket_enabled=no module_webxr_enabled=no module_zip_enabled=no arch=x86_64 && strip bin/godot.linuxbsd.template_release.x86_64
diff --git a/build-template/build.sh b/build-template/build.sh
index feff902..5541b7c 100755
--- a/build-template/build.sh
+++ b/build-template/build.sh
@@ -3,12 +3,12 @@
set -e
function log {
- echo -e "\033[1;36m***** $@ *****\033[0m"
+ echo -e "\033[1;36m* $@\033[0m"
}
-log " "
+log
log "Fragmented - Godot Build Template Builder"
-log " "
+log
cd $(dirname $0)
log Switched to $(pwd)
diff --git a/dist.sh b/dist.sh
deleted file mode 100755
index 3b44438..0000000
--- a/dist.sh
+++ /dev/null
@@ -1,30 +0,0 @@
-set -e
-
-function log {
- echo -e "\033[1;36m***** $@ *****\033[0m"
-}
-
-mkdir -p dist
-
-log Building application
-
-VERSION="$(godot --headless --no-header -s tools/get_version.gd)"
-
-godot --headless --export-release "Linux/X11" "dist/Fragmented-${VERSION}.x86_64"
-
-log Packing shaderlib
-
-ZIP_PATH_SHADERLIB=$(realpath "dist/Fragmented-${VERSION}_shaderlib.zip")
-
-zip -r "${ZIP_PATH_SHADERLIB}" shaderlib/
-
-log Packing project template
-
-ZIP_PATH_PROJECT_TEMPLATE=$(realpath "dist/Fragmented-${VERSION}_project_template.zip")
-
-rm -f "${ZIP_PATH_PROJECT_TEMPLATE}"
-(
- cd examples/
- mv project.godot_ project.godot && trap "mv project.godot project.godot_" EXIT
- zip -r "${ZIP_PATH_PROJECT_TEMPLATE}" *
-)
diff --git a/dist/.gitkeep b/dist/.gitkeep
new file mode 100644
index 0000000..e69de29
diff --git a/examples/0_empty.tscn b/examples/0_empty.tscn
deleted file mode 100644
index 5fa71b9..0000000
--- a/examples/0_empty.tscn
+++ /dev/null
@@ -1,3 +0,0 @@
-[gd_scene format=3 uid="uid://db2rhq8rwv5wo"]
-
-[node name="Node" type="Node"]
diff --git a/examples/blur.gdshader b/examples/blur.gdshader
deleted file mode 100644
index fa4d87d..0000000
--- a/examples/blur.gdshader
+++ /dev/null
@@ -1,8 +0,0 @@
-shader_type canvas_item;
-
-//!load ./images/swamp.jpg
-#include "./shaderlib/blur.gdshaderinc"
-
-void fragment() {
- COLOR = gaussian_blur(TEXTURE, UV, 48, 24.0);
-}
diff --git a/examples/blur.gdshader.uid b/examples/blur.gdshader.uid
deleted file mode 100644
index 3739afe..0000000
--- a/examples/blur.gdshader.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://cny8dtukv54wt
diff --git a/examples/channel_offset.gdshader.uid b/examples/channel_offset.gdshader.uid
deleted file mode 100644
index 66e7cef..0000000
--- a/examples/channel_offset.gdshader.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://0efk4fornlg6
diff --git a/examples/color_and_pixelate.gdshader b/examples/color_and_pixelate.gdshader
index f490db4..7c2c0ef 100644
--- a/examples/color_and_pixelate.gdshader
+++ b/examples/color_and_pixelate.gdshader
@@ -1,14 +1,13 @@
shader_type canvas_item;
-#include "./shaderlib/hsv.gdshaderinc"
-#include "./shaderlib/pixelate.gdshaderinc"
+#include "res://shaderlib/hsv.gdshaderinc"
+#include "res://shaderlib/effects.gdshaderinc"
//!load ./images/swamp.jpg
void fragment() {
COLOR = pixelate(TEXTURE, UV, 200.0);
vec4 hsv = rgb2hsv(COLOR);
- hsv.xyz += vec3(0.65, .42-(hsv.y*.3), -.125);
- hsv.xyz *= vec3(1.0, 1.0, 1.25);
- COLOR = hsv2rgb(hsv);
+ COLOR = hsv_offset(COLOR, 0.65, .42-(hsv.y*.3), -.125);
+ COLOR = hsv_multiply(COLOR, 1.0, 1.0, 1.25);
}
diff --git a/examples/color_and_pixelate.gdshader.uid b/examples/color_and_pixelate.gdshader.uid
deleted file mode 100644
index d943067..0000000
--- a/examples/color_and_pixelate.gdshader.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://gd23hu7ro148
diff --git a/examples/denoise.gdshader b/examples/denoise.gdshader
index 229a8da..09dabb6 100644
--- a/examples/denoise.gdshader
+++ b/examples/denoise.gdshader
@@ -2,7 +2,7 @@ shader_type canvas_item;
//!load ./images/noisy.png
-#include "./shaderlib/denoise.gdshaderinc"
+#include "res://shaderlib/denoise.gdshaderinc"
void fragment() {
COLOR = smart_denoise(TEXTURE, UV, 12.0, 1.0, .12);
diff --git a/examples/denoise.gdshader.uid b/examples/denoise.gdshader.uid
deleted file mode 100644
index 9337646..0000000
--- a/examples/denoise.gdshader.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://cbwyneu03fki6
diff --git a/examples/greyscale.gdshader.uid b/examples/greyscale.gdshader.uid
deleted file mode 100644
index b6e1bbd..0000000
--- a/examples/greyscale.gdshader.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://dvarqolt6es27
diff --git a/examples/images/CREDITS.md b/examples/images/CREDITS.md
index d662b8c..ed427c8 100644
--- a/examples/images/CREDITS.md
+++ b/examples/images/CREDITS.md
@@ -3,4 +3,3 @@
- swamp.jpg by [clfr21 on Pixabay](https://pixabay.com/de/users/clfr21-6530007/)
- grass.png by [GDJ on Pixabay](https://pixabay.com/users/gdj-1086657/)
-- mountain.jpg by [Phghvvcftyyufj on Pixabay](https://pixabay.com/users/phghvvcftyyufj-12646982)
diff --git a/examples/images/mountain.jpg b/examples/images/mountain.jpg
deleted file mode 100644
index 591c06d..0000000
Binary files a/examples/images/mountain.jpg and /dev/null differ
diff --git a/examples/images/mountain.jpg.import b/examples/images/mountain.jpg.import
deleted file mode 100644
index e914676..0000000
--- a/examples/images/mountain.jpg.import
+++ /dev/null
@@ -1,34 +0,0 @@
-[remap]
-
-importer="texture"
-type="CompressedTexture2D"
-uid="uid://ben72llmopgaj"
-path="res://.godot/imported/mountain.jpg-c1b7de1e6557b826bc6f9324027e11af.ctex"
-metadata={
-"vram_texture": false
-}
-
-[deps]
-
-source_file="res://examples/images/mountain.jpg"
-dest_files=["res://.godot/imported/mountain.jpg-c1b7de1e6557b826bc6f9324027e11af.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=false
-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=1
diff --git a/examples/kuwahara.gdshader b/examples/kuwahara.gdshader
deleted file mode 100644
index 246e162..0000000
--- a/examples/kuwahara.gdshader
+++ /dev/null
@@ -1,16 +0,0 @@
-shader_type canvas_item;
-
-//!load ./images/mountain.jpg
-
-#include "./shaderlib/kuwahara.gdshaderinc"
-#include "./shaderlib/hsv.gdshaderinc"
-
-void fragment() {
- // Kuwahara
- COLOR.rgb = kuwahara(TEXTURE, UV, 20, 80.0, 18.0, 0.6, .15, 8);
- // A litte bit of color adjustments
- vec4 hsv = rgb2hsv(COLOR);
- hsv.x += .03;
- hsv.y *= 1.4;
- COLOR = hsv2rgb(hsv);
-}
diff --git a/examples/kuwahara.gdshader.uid b/examples/kuwahara.gdshader.uid
deleted file mode 100644
index 2e0241a..0000000
--- a/examples/kuwahara.gdshader.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://cdhyuk7u8kxyk
diff --git a/examples/lowpass.gdshader.uid b/examples/lowpass.gdshader.uid
deleted file mode 100644
index 80b19c7..0000000
--- a/examples/lowpass.gdshader.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://dn02xsjm1kok8
diff --git a/examples/multistep_distort.gdshader b/examples/multistep_distort.gdshader
index fd7883e..cea638f 100644
--- a/examples/multistep_distort.gdshader
+++ b/examples/multistep_distort.gdshader
@@ -3,8 +3,6 @@ shader_type canvas_item;
//!steps 9
//!load ./images/swamp.jpg
-uniform int STEP;
-
const float strength = 0.01;
void fragment() {
diff --git a/examples/multistep_distort.gdshader.uid b/examples/multistep_distort.gdshader.uid
deleted file mode 100644
index 22efbc6..0000000
--- a/examples/multistep_distort.gdshader.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://c17u5jx7a7o81
diff --git a/examples/multistep_pixelsort.gdshader b/examples/multistep_pixelsort.gdshader
deleted file mode 100644
index 21ba1b6..0000000
--- a/examples/multistep_pixelsort.gdshader
+++ /dev/null
@@ -1,20 +0,0 @@
-shader_type canvas_item;
-
-#include "./shaderlib/pixelsort.gdshaderinc"
-
-//!steps 1500
-uniform int STEP;
-
-//!load ./images/mountain.jpg
-
-void fragment() {
- // pixel sorting works in multiple steps
- COLOR = pixelsort_step(
- TEXTURE, UV,
- DIRECTION_BOTTOM_TO_TOP,
- COLOR_MODE_OKLCH,
- {true, false, false},
- {-INF, .007, -INF},
- {INF, INF, INF},
- STEP);
-}
diff --git a/examples/multistep_pixelsort.gdshader.uid b/examples/multistep_pixelsort.gdshader.uid
deleted file mode 100644
index 47eaaf5..0000000
--- a/examples/multistep_pixelsort.gdshader.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://csk0fg4by651b
diff --git a/examples/oklab.gdshader b/examples/oklab.gdshader
deleted file mode 100644
index 08f46b5..0000000
--- a/examples/oklab.gdshader
+++ /dev/null
@@ -1,12 +0,0 @@
-shader_type canvas_item;
-
-#include "./shaderlib/oklab.gdshaderinc"
-
-//!load ./images/swamp.jpg
-
-void fragment() {
- vec4 oklab = rgb2oklab(COLOR);
- vec4 oklch = oklab2oklch(oklab);
- oklch.z -= 2.0;
- COLOR = oklab2rgb(oklch2oklab(oklch));
-}
diff --git a/examples/oklab.gdshader.uid b/examples/oklab.gdshader.uid
deleted file mode 100644
index 87cef6b..0000000
--- a/examples/oklab.gdshader.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://cu37y8lc0x83
diff --git a/examples/place_texture.gdshader b/examples/place_texture.gdshader
index b0c50ca..183d080 100644
--- a/examples/place_texture.gdshader
+++ b/examples/place_texture.gdshader
@@ -1,7 +1,7 @@
shader_type canvas_item;
-#include "./shaderlib/place_texture.gdshaderinc"
-#include "./shaderlib/common.gdshaderinc"
+#include "res://shaderlib/transform.gdshaderinc"
+#include "res://shaderlib/transparency.gdshaderinc"
//!load ./images/swamp.jpg
//!load+ img2 ./images/grass.png
diff --git a/examples/place_texture.gdshader.uid b/examples/place_texture.gdshader.uid
deleted file mode 100644
index 8ced27b..0000000
--- a/examples/place_texture.gdshader.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://dybe4t5rbbkc6
diff --git a/examples/project.godot_ b/examples/project.godot_
deleted file mode 100644
index 5eff383..0000000
--- a/examples/project.godot_
+++ /dev/null
@@ -1,15 +0,0 @@
-; Engine configuration file.
-; It's best edited using the editor UI and not directly,
-; since the parameters that go here are not all obvious.
-;
-; Format:
-; [section] ; section goes between []
-; param=value ; assign values to parameters
-
-config_version=5
-
-[application]
-
-config/name="Fragmented Project"
-run/main_scene="res://0_empty.tscn"
-config/features=PackedStringArray("4.4", "Forward Plus")
diff --git a/examples/shaderlib b/examples/shaderlib
deleted file mode 120000
index dedec01..0000000
--- a/examples/shaderlib
+++ /dev/null
@@ -1 +0,0 @@
-../shaderlib
\ No newline at end of file
diff --git a/examples/sobel.gdshader b/examples/sobel.gdshader
deleted file mode 100644
index 3a7a8b5..0000000
--- a/examples/sobel.gdshader
+++ /dev/null
@@ -1,10 +0,0 @@
-shader_type canvas_item;
-
-//!load ./images/noisy.png
-
-#include "./shaderlib/sobel.gdshaderinc"
-
-void fragment() {
- // Sobel Filter
- COLOR = sobel(TEXTURE, UV);
-}
diff --git a/examples/sobel.gdshader.uid b/examples/sobel.gdshader.uid
deleted file mode 100644
index 33b657a..0000000
--- a/examples/sobel.gdshader.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://h376mk1fq4ky
diff --git a/export_presets.cfg b/export_presets.cfg
index 79a474d..f4ce4eb 100644
--- a/export_presets.cfg
+++ b/export_presets.cfg
@@ -8,12 +8,10 @@ dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
-exclude_filter="screenshot.png, examples/*, shaderlib/*, tools/*, build-template/*"
+exclude_filter="screenshot.png, examples/*"
export_path="dist/Fragmented.x86_64"
-patches=PackedStringArray()
encryption_include_filters=""
encryption_exclude_filters=""
-seed=0
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
diff --git a/project.godot b/project.godot
index 95da5af..c244ec2 100644
--- a/project.godot
+++ b/project.godot
@@ -11,10 +11,11 @@ config_version=5
[application]
config/name="Fragmented"
-config/version="v10.2"
-run/main_scene="res://src/scenes/main.tscn"
-config/features=PackedStringArray("4.4", "Mobile")
-config/icon="res://src/assets/icon.png"
+config/version="v6.2"
+run/main_scene="res://scenes/main.tscn"
+config/features=PackedStringArray("4.3", "Mobile")
+run/low_processor_mode=true
+config/icon="res://assets/icon.png"
[autoload]
@@ -23,10 +24,11 @@ ShaderDirectiveParser="*res://src/ShaderDirectiveParser.gd"
[display]
-window/size/viewport_width=640
-window/size/viewport_height=672
+window/size/viewport_width=704
+window/size/viewport_height=704
window/energy_saving/keep_screen_on=false
window/subwindows/embed_subwindows=false
+window/vsync/vsync_mode=0
[editor_plugins]
@@ -70,4 +72,4 @@ renderer/rendering_method="mobile"
textures/vram_compression/import_etc2_astc=true
textures/lossless_compression/force_png=true
shader_compiler/shader_cache/enabled=false
-environment/defaults/default_clear_color=Color(0.501961, 0.501961, 0.501961, 1)
+environment/defaults/default_clear_color=Color(0, 0, 0, 1)
diff --git a/scenes/main.tscn b/scenes/main.tscn
new file mode 100644
index 0000000..b43b0c8
--- /dev/null
+++ b/scenes/main.tscn
@@ -0,0 +1,52 @@
+[gd_scene load_steps=10 format=3 uid="uid://bjah7k4bxo044"]
+
+[ext_resource type="Script" path="res://src/Main.gd" id="1_2625y"]
+[ext_resource type="Script" path="res://src/Compositor.gd" id="2_hvo65"]
+[ext_resource type="Shader" path="res://src/shader/ivd_outline.gdshader" id="3_6xihe"]
+[ext_resource type="Script" path="res://src/ImageViewportDisplay.gd" id="3_n4itb"]
+[ext_resource type="Script" path="res://src/UIWindow.gd" id="6_8k0ha"]
+[ext_resource type="PackedScene" uid="uid://btgits2mfup0h" path="res://scenes/ui_container.tscn" id="7_5ci0e"]
+[ext_resource type="Script" path="res://src/Camera.gd" id="8_mls06"]
+
+[sub_resource type="ShaderMaterial" id="ShaderMaterial_y2ea0"]
+shader = ExtResource("3_6xihe")
+shader_parameter/zoom_level = Vector2(1, 1)
+
+[sub_resource type="ViewportTexture" id="ViewportTexture_lct1c"]
+viewport_path = NodePath("Compositor")
+
+[node name="Main" type="Node2D"]
+script = ExtResource("1_2625y")
+
+[node name="Compositor" type="SubViewport" parent="."]
+unique_name_in_owner = true
+disable_3d = true
+transparent_bg = true
+canvas_item_default_texture_filter = 0
+render_target_update_mode = 4
+script = ExtResource("2_hvo65")
+
+[node name="ImageSprite" type="Sprite2D" parent="Compositor"]
+unique_name_in_owner = true
+
+[node name="ImageViewportDisplay" type="Sprite2D" parent="."]
+unique_name_in_owner = true
+material = SubResource("ShaderMaterial_y2ea0")
+texture = SubResource("ViewportTexture_lct1c")
+script = ExtResource("3_n4itb")
+
+[node name="Camera" type="Camera2D" parent="."]
+unique_name_in_owner = true
+script = ExtResource("8_mls06")
+
+[node name="EditorWindow" type="Window" parent="."]
+unique_name_in_owner = true
+disable_3d = true
+position = Vector2i(48, 36)
+size = Vector2i(704, 704)
+script = ExtResource("6_8k0ha")
+
+[node name="UserInterfaceContainer" parent="EditorWindow" instance=ExtResource("7_5ci0e")]
+unique_name_in_owner = true
+
+[connection signal="close_requested" from="EditorWindow" to="EditorWindow" method="_on_close_requested"]
diff --git a/scenes/ui_container.tscn b/scenes/ui_container.tscn
new file mode 100644
index 0000000..6be4c94
--- /dev/null
+++ b/scenes/ui_container.tscn
@@ -0,0 +1,204 @@
+[gd_scene load_steps=3 format=3 uid="uid://btgits2mfup0h"]
+
+[ext_resource type="Script" path="res://src/UIAppVersion.gd" id="1_5qvnb"]
+[ext_resource type="Script" path="res://src/Editor.gd" id="2_haub5"]
+
+[node name="UserInterfaceContainer" type="Control"]
+layout_mode = 3
+anchors_preset = 15
+anchor_right = 1.0
+anchor_bottom = 1.0
+grow_horizontal = 2
+grow_vertical = 2
+
+[node name="AppName" type="Label" parent="."]
+layout_mode = 0
+offset_left = 24.0
+offset_top = 16.0
+offset_right = 208.0
+offset_bottom = 48.0
+theme_override_font_sizes/font_size = 20
+text = "Fragmented"
+vertical_alignment = 2
+
+[node name="AppVersion" type="Label" parent="."]
+layout_mode = 0
+offset_left = 152.0
+offset_top = 17.0
+offset_right = 208.0
+offset_bottom = 47.0
+theme_override_font_sizes/font_size = 14
+text = "v0
+"
+vertical_alignment = 2
+script = ExtResource("1_5qvnb")
+
+[node name="Editor" type="Control" parent="."]
+layout_mode = 1
+anchors_preset = 15
+anchor_right = 1.0
+anchor_bottom = 1.0
+offset_left = 24.0
+offset_top = 64.0
+offset_right = -24.0
+offset_bottom = -16.0
+grow_horizontal = 2
+grow_vertical = 2
+script = ExtResource("2_haub5")
+
+[node name="OpenShaderDialog" type="FileDialog" parent="Editor"]
+unique_name_in_owner = true
+auto_translate_mode = 1
+title = "Load Shader"
+size = Vector2i(521, 175)
+ok_button_text = "Open"
+mode_overrides_title = false
+file_mode = 0
+access = 2
+filters = PackedStringArray("*.gdshader")
+use_native_dialog = true
+
+[node name="SaveShaderDialog" type="FileDialog" parent="Editor"]
+unique_name_in_owner = true
+auto_translate_mode = 1
+title = "Save Shader"
+size = Vector2i(661, 175)
+ok_button_text = "Save"
+mode_overrides_title = false
+access = 2
+filters = PackedStringArray("*.gdshader")
+use_native_dialog = true
+
+[node name="SaveImageDialog" type="FileDialog" parent="Editor"]
+unique_name_in_owner = true
+auto_translate_mode = 1
+title = "Export Image"
+size = Vector2i(661, 175)
+ok_button_text = "Save"
+mode_overrides_title = false
+access = 2
+filters = PackedStringArray("*.png")
+use_native_dialog = true
+
+[node name="CodeEdit" type="CodeEdit" parent="Editor"]
+unique_name_in_owner = true
+layout_mode = 1
+anchors_preset = 15
+anchor_right = 1.0
+anchor_bottom = 1.0
+offset_top = 48.0
+grow_horizontal = 2
+grow_vertical = 2
+theme_override_font_sizes/font_size = 14
+placeholder_text = "// Test"
+wrap_mode = 1
+minimap_draw = true
+minimap_width = 40
+caret_blink = true
+draw_control_chars = true
+draw_tabs = true
+draw_spaces = true
+line_length_guidelines = Array[int]([80])
+gutters_draw_line_numbers = true
+code_completion_enabled = true
+indent_automatic = true
+auto_brace_completion_enabled = true
+auto_brace_completion_highlight_matching = true
+
+[node name="NewShaderButton" type="Button" parent="Editor"]
+layout_mode = 1
+offset_right = 48.0
+offset_bottom = 32.0
+text = "New"
+
+[node name="OpenShaderButton" type="Button" parent="Editor"]
+layout_mode = 1
+offset_left = 56.0
+offset_right = 112.0
+offset_bottom = 32.0
+text = "Open"
+
+[node name="SaveShaderButton" type="Button" parent="Editor"]
+layout_mode = 1
+offset_left = 120.0
+offset_top = -1.0
+offset_right = 176.0
+offset_bottom = 31.0
+text = "Save"
+
+[node name="SaveShaderAsButton" type="Button" parent="Editor"]
+layout_mode = 1
+offset_left = 184.0
+offset_right = 263.0
+offset_bottom = 32.0
+text = "Save As"
+
+[node name="SaveImageButton" type="Button" parent="Editor"]
+unique_name_in_owner = true
+layout_mode = 1
+anchors_preset = 1
+anchor_left = 1.0
+anchor_right = 1.0
+offset_left = -72.0
+offset_bottom = 32.0
+grow_horizontal = 0
+disabled = true
+text = "Export"
+
+[node name="FitImageButton" type="Button" parent="Editor"]
+layout_mode = 1
+anchors_preset = 1
+anchor_left = 1.0
+anchor_right = 1.0
+offset_left = -128.0
+offset_right = -80.0
+offset_bottom = 32.0
+grow_horizontal = 0
+text = "Fit"
+
+[node name="ApplyShaderButton" type="Button" parent="Editor"]
+layout_mode = 1
+anchors_preset = 1
+anchor_left = 1.0
+anchor_right = 1.0
+offset_left = -232.0
+offset_right = -136.0
+offset_bottom = 31.0
+grow_horizontal = 0
+text = "Apply (F5)"
+
+[node name="StatusIndicator" type="TextureButton" parent="Editor"]
+unique_name_in_owner = true
+layout_mode = 1
+anchors_preset = 1
+anchor_left = 1.0
+anchor_right = 1.0
+offset_left = -76.0
+offset_top = 56.0
+offset_right = -56.0
+offset_bottom = 76.0
+grow_horizontal = 0
+disabled = true
+ignore_texture_size = true
+stretch_mode = 0
+
+[node name="ErrorMessageDialog" type="AcceptDialog" parent="Editor"]
+unique_name_in_owner = true
+title = "Status"
+initial_position = 2
+size = Vector2i(256, 128)
+popup_window = true
+ok_button_text = "Close"
+
+[connection signal="file_selected" from="Editor/OpenShaderDialog" to="Editor" method="_on_open_shader_dialog_file_selected"]
+[connection signal="file_selected" from="Editor/SaveShaderDialog" to="Editor" method="_on_save_shader_dialog_file_selected"]
+[connection signal="file_selected" from="Editor/SaveImageDialog" to="Editor" method="_on_save_image_dialog_file_selected"]
+[connection signal="code_completion_requested" from="Editor/CodeEdit" to="Editor" method="_on_code_edit_code_completion_requested"]
+[connection signal="pressed" from="Editor/NewShaderButton" to="Editor" method="_on_new_shader_button_pressed"]
+[connection signal="pressed" from="Editor/OpenShaderButton" to="Editor" method="_on_open_shader_button_pressed"]
+[connection signal="pressed" from="Editor/SaveShaderButton" to="Editor" method="_on_save_shader_button_pressed"]
+[connection signal="pressed" from="Editor/SaveShaderAsButton" to="Editor" method="_on_save_shader_as_button_pressed"]
+[connection signal="pressed" from="Editor/SaveImageButton" to="Editor" method="_on_save_image_button_pressed"]
+[connection signal="pressed" from="Editor/FitImageButton" to="Editor" method="_on_fit_image_button_pressed"]
+[connection signal="pressed" from="Editor/ApplyShaderButton" to="Editor" method="_on_apply_shader_button_pressed"]
+[connection signal="pressed" from="Editor/StatusIndicator" to="Editor" method="_on_status_indicator_pressed"]
diff --git a/screenshot.png b/screenshot.png
index ce0ac8a..62b1635 100644
Binary files a/screenshot.png and b/screenshot.png differ
diff --git a/shaderlib/blur.gdshaderinc b/shaderlib/blur.gdshaderinc
deleted file mode 100644
index 339256d..0000000
--- a/shaderlib/blur.gdshaderinc
+++ /dev/null
@@ -1,32 +0,0 @@
-
-/*
- gaussian_blur adapted from https://godotshaders.com/shader/customizable-gausian-blur/
- original code by https://godotshaders.com/author/djbob-gaming-yt/
- maximum radius is 64
-*/
-vec4 gaussian_blur(sampler2D texture, vec2 uv, int radius, float sigma) {
- vec2 resolution = 1.0 / vec2(textureSize(texture, 0));
- // calculate kernel
- float kernel[64];
- float sum = 0.0;
- for (int i = 0; i <= radius; i++) {
- kernel[i] = exp(-0.5 * float(i * i) / (sigma * sigma));
- sum += i == 0 ? kernel[i] : 2.0 * kernel[i];
- }
- for (int i = 0; i <= radius; i++) {
- kernel[i] /= sum;
- }
- //
- vec4 final_color = vec4(0.0);
- float total_weight = 0.0;
- for (int x = -radius; x <= radius; x++) {
- for (int y = -radius; y <= radius; y++) {
- float weight = kernel[abs(x)] * kernel[abs(y)];
- vec2 offset = vec2(float(x), float(y)) * resolution;
- final_color += texture(texture, uv + offset) * weight;
- total_weight += weight;
- }
- }
- final_color /= total_weight;
- return final_color;
-}
diff --git a/shaderlib/blur.gdshaderinc.uid b/shaderlib/blur.gdshaderinc.uid
deleted file mode 100644
index d5c8dfd..0000000
--- a/shaderlib/blur.gdshaderinc.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://bjtljvcjcu6dr
diff --git a/shaderlib/common.gdshaderinc b/shaderlib/common.gdshaderinc
deleted file mode 100644
index 9352d6a..0000000
--- a/shaderlib/common.gdshaderinc
+++ /dev/null
@@ -1,27 +0,0 @@
-
-// inefficient cuberoot function
-float cbrt(float x) {
- return pow(x, 1.0/3.0);
-}
-
-/*
- Alpha Blending a over b after Bruce A. Wallace
- source: https://en.wikipedia.org/wiki/Alpha_compositing
-*/
-vec4 alpha_blend(vec4 b, vec4 a) {
- float alpha = a.a + (b.a * (1.0 - a.a));
- vec3 col = ((a.rgb*a.a) + ((b.rgb*b.a) * (1.0 - a.a)) / alpha);
- return vec4(col.r, col.g, col.b, alpha);
-}
-
-/*
- Rotate UV
-*/
-
-vec2 rotateUV(vec2 uv, float rotation, vec2 center) {
- float cosRot = cos(rotation);
- float sinRot = sin(rotation);
- return vec2(
- cosRot * (uv.x - center.x) + sinRot * (uv.y - center.y) + center.x,
- cosRot * (uv.y - center.y) - sinRot * (uv.x - center.x) + center.y);
-}
diff --git a/shaderlib/common.gdshaderinc.uid b/shaderlib/common.gdshaderinc.uid
deleted file mode 100644
index f43430d..0000000
--- a/shaderlib/common.gdshaderinc.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://764b6ekchgb8
diff --git a/shaderlib/denoise.gdshaderinc b/shaderlib/denoise.gdshaderinc
index 585104d..322f6ec 100644
--- a/shaderlib/denoise.gdshaderinc
+++ b/shaderlib/denoise.gdshaderinc
@@ -1,34 +1,32 @@
-/*
- glslSmartDenoise by Michele Morrone, adapted
- original code: https://github.com/BrutPitt/glslSmartDeNoise
- license of the original code:
+/* glslSmartDenoise by Michele Morrone, adapted
+original code: https://github.com/BrutPitt/glslSmartDeNoise
+license of the original code:
+BSD 2-Clause License
- BSD 2-Clause License
+Copyright (c) 2019-2020 Michele Morrone
+All rights reserved.
- Copyright (c) 2019-2020 Michele Morrone
- All rights reserved.
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions are met:
+1. Redistributions of source code must retain the above copyright notice, this
+ list of conditions and the following disclaimer.
- 1. Redistributions of source code must retain the above copyright notice, this
- list of conditions and the following disclaimer.
+2. Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
- 2. Redistributions in binary form must reproduce the above copyright notice,
- this list of conditions and the following disclaimer in the documentation
- and/or other materials provided with the distribution.
-
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
- AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
- FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
- DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
- SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
- CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
- OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
+FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
+DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
+CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
+OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#define INV_SQRT_OF_2PI 0.39894228040143267793994605993439 // 1.0/SQRT_OF_2PI
diff --git a/shaderlib/denoise.gdshaderinc.uid b/shaderlib/denoise.gdshaderinc.uid
deleted file mode 100644
index 132a166..0000000
--- a/shaderlib/denoise.gdshaderinc.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://b7ksfifyyfcip
diff --git a/shaderlib/pixelate.gdshaderinc b/shaderlib/effects.gdshaderinc
similarity index 100%
rename from shaderlib/pixelate.gdshaderinc
rename to shaderlib/effects.gdshaderinc
diff --git a/shaderlib/hsv.gdshaderinc b/shaderlib/hsv.gdshaderinc
index 2a7834d..e1d9fdc 100644
--- a/shaderlib/hsv.gdshaderinc
+++ b/shaderlib/hsv.gdshaderinc
@@ -1,12 +1,7 @@
-/*
- rgb2hsv and hsv2rgb functions adapted
- from https://godotshaders.com/shader/hsv-adjustment/
- original code by https://godotshaders.com/author/al1-ce/
-
- Color space conversion functions always work with vec4.
- The fourth value is always alpha.
-*/
+// rgb2hsv and hsv2rgb functions adapted
+// from https://godotshaders.com/shader/hsv-adjustment/
+// original code by https://godotshaders.com/author/al1-ce/
// Convert RGB to HSV (hue, saturation, brightness)
vec4 rgb2hsv(vec4 c) {
@@ -25,3 +20,31 @@ vec4 hsv2rgb(vec4 c) {
vec3 rgb = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
return vec4(rgb.r, rgb.g, rgb.b, c.a);
}
+
+// Offset the hue, saturation and brightness of a RGB color
+vec4 hsv_offset(
+ vec4 rgba,
+ float offset_hue,
+ float offset_saturation,
+ float offset_brightness
+) {
+ vec4 c = rgb2hsv(rgba);
+ c.x += offset_hue;
+ c.y += offset_saturation;
+ c.z += offset_brightness;
+ return hsv2rgb(c);
+}
+
+// Multiply the hue, saturation and brightness of a RGB color
+vec4 hsv_multiply(
+ vec4 rgba,
+ float mult_hue,
+ float mult_saturation,
+ float mult_brightness
+) {
+ vec4 c = rgb2hsv(rgba);
+ c.x *= mult_hue;
+ c.y *= mult_saturation;
+ c.z *= mult_brightness;
+ return hsv2rgb(c);
+}
diff --git a/shaderlib/hsv.gdshaderinc.uid b/shaderlib/hsv.gdshaderinc.uid
deleted file mode 100644
index 771cc38..0000000
--- a/shaderlib/hsv.gdshaderinc.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://bbr3tq6mp5qa2
diff --git a/shaderlib/kuwahara.gdshaderinc b/shaderlib/kuwahara.gdshaderinc
deleted file mode 100644
index ea6e22b..0000000
--- a/shaderlib/kuwahara.gdshaderinc
+++ /dev/null
@@ -1,116 +0,0 @@
-/*
- Kuwahara Filter, adapted
- original code: https://godotshaders.com/shader/generalized-kuwahara/
- original authors:
- - https://godotshaders.com/author/firerabbit/
- - https://github.com/GarrettGunnell (Acerola)
- license of the original code:
-
- MIT License
-
- Copyright (c) 2022 Garrett Gunnell
- Copyright (c) 2024 Firerabbit
-
- Permission is hereby granted, free of charge, to any person obtaining a copy of this
- software and associated documentation files (the "Software"), to deal in the Software
- without restriction, including without limitation the rights to use, copy, modify, merge,
- publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons
- to whom the Software is furnished to do so, subject to the following conditions:
-
- The above copyright notice and this permission notice shall be included in all copies
- or substantial portions of the Software.
-
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- IN THE SOFTWARE.
-*/
-
-vec3 kuwahara(
- sampler2D texture,
- vec2 uv,
- int kernel_size, // should be > 2 - high values will affect performance
- float hardness, // should be in the range of 1.0 - 100.0
- float sharpness, // should be in the range of 1.0 - 18.0
- float zero_crossing, // should be in the range of 0.5 - 2.0
- float zeta, // should be in the range of 0.01 - 3.0
- int n // number of iterations, should be 8, must be <= 8
-) {
- vec2 texelSize = vec2(1.0 / vec2(textureSize(texture, 0)));
- vec4 m[8];
- vec3 s[8];
-
- int kernel_radius = kernel_size / 2;
-
- float sin_zero_crossing = sin(zero_crossing);
- float eta = (zeta + cos(zero_crossing)) / (sin_zero_crossing * sin_zero_crossing);
-
- for (int k = 0; k < n; ++k) {
- m[k] = vec4(0.0f);
- s[k] = vec3(0.0f);
- }
-
- for (int y = -kernel_radius; y <= kernel_radius; ++y) {
- for (int x = -kernel_radius; x <= kernel_radius; ++x) {
- vec2 v = vec2(float(x), float(y)) / float(kernel_radius);
- vec3 c = texture(texture, uv + vec2(float(x), float(y)) * texelSize.xy).rgb;
- c = clamp(c, 0.0f, 1.0f);
- float sum = 0.0f;
- float w[8];
- float z, vxx, vyy;
-
- /* Calculate Polynomial Weights */
- vxx = zeta - eta * v.x * v.x;
- vyy = zeta - eta * v.y * v.y;
- z = max(0, v.y + vxx);
- w[0] = z * z;
- sum += w[0];
- z = max(0, -v.x + vyy);
- w[2] = z * z;
- sum += w[2];
- z = max(0, -v.y + vxx);
- w[4] = z * z;
- sum += w[4];
- z = max(0, v.x + vyy);
- w[6] = z * z;
- sum += w[6];
- v = sqrt(2.0f) / 2.0f * vec2(v.x - v.y, v.x + v.y);
- vxx = zeta - eta * v.x * v.x;
- vyy = zeta - eta * v.y * v.y;
- z = max(0, v.y + vxx);
- w[1] = z * z;
- sum += w[1];
- z = max(0, -v.x + vyy);
- w[3] = z * z;
- sum += w[3];
- z = max(0, -v.y + vxx);
- w[5] = z * z;
- sum += w[5];
- z = max(0, v.x + vyy);
- w[7] = z * z;
- sum += w[7];
-
- float g = exp(-3.125f * dot(v,v)) / sum;
-
- for (int k = 0; k < 8; ++k) {
- float wk = w[k] * g;
- m[k] += vec4(c * wk, wk);
- s[k] += c * c * wk;
- }
- }
- }
-
- vec4 output = vec4(0.0f);
- for (int k = 0; k < n; ++k) {
- m[k].rgb /= m[k].w;
- s[k] = abs(s[k] / m[k].w - m[k].rgb * m[k].rgb);
- float sigma2 = s[k].r + s[k].g + s[k].b;
- float w = 1.0f / (1.0f + pow(hardness * 1000.0f * sigma2, 0.5f * sharpness));
- output += vec4(m[k].rgb * w, w);
- }
-
- return clamp(output / output.w, 0.0f, 1.0f).rgb;
-}
diff --git a/shaderlib/kuwahara.gdshaderinc.uid b/shaderlib/kuwahara.gdshaderinc.uid
deleted file mode 100644
index 1ff911b..0000000
--- a/shaderlib/kuwahara.gdshaderinc.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://chqh2cni1qiuu
diff --git a/shaderlib/oklab.gdshaderinc b/shaderlib/oklab.gdshaderinc
deleted file mode 100644
index 5a456c7..0000000
--- a/shaderlib/oklab.gdshaderinc
+++ /dev/null
@@ -1,70 +0,0 @@
-
-/*
- OkLab and OkLCh
- For more details on oklab, see
- - https://bottosson.github.io/posts/oklab/
- - https://en.wikipedia.org/wiki/Oklab_color_space
-
- Color space conversion functions always work with vec4.
- The fourth value is always alpha.
-*/
-
-#include "./common.gdshaderinc"
-
-vec4 rgb2oklab(vec4 c) {
- // oklab.x and .y (a and b) should range from -0.5 to 0.5
-
- float l = 0.4122214708f * c.r + 0.5363325363f * c.g + 0.0514459929f * c.b;
- float m = 0.2119034982f * c.r + 0.6806995451f * c.g + 0.1073969566f * c.b;
- float s = 0.0883024619f * c.r + 0.2817188376f * c.g + 0.6299787005f * c.b;
-
- float l_ = cbrt(l);
- float m_ = cbrt(m);
- float s_ = cbrt(s);
-
- return vec4(
- 0.2104542553f*l_ + 0.7936177850f*m_ - 0.0040720468f*s_,
- 1.9779984951f*l_ - 2.4285922050f*m_ + 0.4505937099f*s_,
- 0.0259040371f*l_ + 0.7827717662f*m_ - 0.8086757660f*s_,
- c.a
- );
-}
-
-vec4 oklab2rgb(vec4 c) {
- // oklab.x and .y (a and b) should range from -0.5 to 0.5
-
- float l_ = c.x + 0.3963377774f * c.y + 0.2158037573f * c.z;
- float m_ = c.x - 0.1055613458f * c.y - 0.0638541728f * c.z;
- float s_ = c.x - 0.0894841775f * c.y - 1.2914855480f * c.z;
-
- float l = l_*l_*l_;
- float m = m_*m_*m_;
- float s = s_*s_*s_;
-
- return vec4(
- +4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s,
- -1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s,
- -0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s,
- c.a
- );
-}
-
-vec4 oklab2oklch(vec4 c) {
- // oklch.z (hue) ranges from -3.6 to 3.6
- return vec4(
- c.x,
- sqrt((c.y * c.y) + (c.z * c.z)),
- atan(c.z, c.y),
- c.a
- );
-}
-
-vec4 oklch2oklab(vec4 c) {
- // oklch.z (hue) ranges from -3.6 to 3.6
- return vec4(
- c.x,
- c.y * cos(c.z),
- c.y * sin(c.z),
- c.a
- );
-}
diff --git a/shaderlib/oklab.gdshaderinc.uid b/shaderlib/oklab.gdshaderinc.uid
deleted file mode 100644
index 7f0bf5f..0000000
--- a/shaderlib/oklab.gdshaderinc.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://ckw4nfslk4m6l
diff --git a/shaderlib/pixelate.gdshaderinc.uid b/shaderlib/pixelate.gdshaderinc.uid
deleted file mode 100644
index a0a0d4d..0000000
--- a/shaderlib/pixelate.gdshaderinc.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://dpu5nneo5bgnq
diff --git a/shaderlib/pixelsort.gdshaderinc b/shaderlib/pixelsort.gdshaderinc
deleted file mode 100644
index 73ed5da..0000000
--- a/shaderlib/pixelsort.gdshaderinc
+++ /dev/null
@@ -1,126 +0,0 @@
-
-/*
- Pixelsorting using odd-even sort
-
- I roughly followed https://ciphrd.com/2020/04/08/pixel-sorting-on-shader-using-well-crafted-sorting-filters-glsl/
- - vector fields aren't implemented, diagonal sorting is not supported!
-*/
-
-#include "./hsv.gdshaderinc"
-#include "./oklab.gdshaderinc"
-
-#define INF (1.0/0.0)
-
-#define DIRECTION_LEFT_TO_RIGHT vec2(1, 0)
-#define DIRECTION_RIGHT_TO_LEFT vec2(-1, 0)
-#define DIRECTION_TOP_TO_BOTTOM vec2(0, 1)
-#define DIRECTION_BOTTOM_TO_TOP vec2(0, -1)
-
-#define COLOR_MODE_RGB 0
-#define COLOR_MODE_OKLAB 1
-#define COLOR_MODE_OKLCH 2
-#define COLOR_MODE_HSV 3
-
-vec4 pixelsort_step(
- sampler2D tex, vec2 uv,
- vec2 direction, // e.g. (1, 0) for left-to-right or (0, -1) for bottom-to-top
- // see DIRECTION_LEFT_TO_RIGHT, etc.
- // note: vertical sorting doesn't work, so using e.g. (1, 1) won't work
- int color_mode, // 0 = RGB, 1 = OKLAB, 2 = OKLCH, 3 = HSV
- // see COLOR_MODE_RGB, etc.
- bool color_channel_mask[3], // which color channel(s) to take into account
- float lower_threshold[3], // lower threshold for pixels to be considered sorted
- // when in doubt, use {-INF, -INF, -INF}
- float upper_threshold[3], // upper threshold; {INF, INF, INF}
- int step_ // from STEP
-) {
- // sanitize inputs
- direction = clamp(direction, vec2(-1, -1), vec2(1, 1));
- color_mode = clamp(color_mode, 0, 3);
- // get neighbour
- vec2 texture_size = vec2(textureSize(tex, 0));
- vec2 a = (mod(floor(uv * texture_size), 2.0) * 2.0 - 1.0) * (mod(float(step_), 2.0) * 2.0 - 1.0);
- vec2 neighbour_uv = uv + (direction * a / texture_size);
- //
- vec4 x = texture(tex, uv);
- vec4 y = texture(tex, neighbour_uv);
- if ( // stop at borders
- neighbour_uv.x > 1.0 ||
- neighbour_uv.x < 0.0 ||
- neighbour_uv.y > 1.0 ||
- neighbour_uv.y < 0.0
- ) {
- return x;
- } else {
- // convert color if necessary
- // get value to compare
- float vx = 0.0;
- float vy = 0.0;
- vec3 color_x;
- vec3 color_y;
- if (color_mode == COLOR_MODE_RGB) {
- color_x = x.rgb;
- color_y = y.rgb;
- } else if (color_mode == COLOR_MODE_OKLAB) {
- color_x = rgb2oklab(x).rgb;
- color_y = rgb2oklab(y).rgb;
- } else if (color_mode == COLOR_MODE_OKLCH) {
- color_x = oklab2oklch(rgb2oklab(x)).rgb;
- color_y = oklab2oklch(rgb2oklab(y)).rgb;
- } else if (color_mode == COLOR_MODE_HSV) {
- color_x = rgb2hsv(x).rgb;
- color_y = rgb2hsv(y).rgb;
- }
- float divisor = 0.0;
- if (color_channel_mask[0]) {
- vx += color_x.r;
- vy += color_y.r;
- divisor += 1.0;
- }
- if (color_channel_mask[1]) {
- vx += color_x.g;
- vy += color_y.g;
- divisor += 1.0;
- }
- if (color_channel_mask[2]) {
- vx += color_x.b;
- vy += color_y.b;
- divisor += 1.0;
- }
- divisor = max(divisor, 1.0);
- vx /= divisor;
- vy /= divisor;
- //
- if (
- (a.x < .0 && abs(direction).y == .0) ||
- (a.y < .0 && abs(direction).x == .0)
- ) {
- if (
- vy > vx &&
- // threshold
- color_x.r < upper_threshold[0] &&
- color_x.g < upper_threshold[1] &&
- color_x.b < upper_threshold[2] &&
- color_x.r > lower_threshold[0] &&
- color_x.g > lower_threshold[1] &&
- color_x.b > lower_threshold[2]
- ) { return y; }
- else { return x; }
- } else if (
- (a.x > .0 && abs(direction).y == .0) ||
- (a.y > .0 && abs(direction).x == .0)
- ) {
- if (
- vx >= vy &&
- // threshold
- color_y.r < upper_threshold[0] &&
- color_y.g < upper_threshold[1] &&
- color_y.b < upper_threshold[2] &&
- color_y.r > lower_threshold[0] &&
- color_y.g > lower_threshold[1] &&
- color_y.b > lower_threshold[2]
- ) { return y; }
- else { return x; }
- }
- }
-}
diff --git a/shaderlib/pixelsort.gdshaderinc.uid b/shaderlib/pixelsort.gdshaderinc.uid
deleted file mode 100644
index e02f48e..0000000
--- a/shaderlib/pixelsort.gdshaderinc.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://doefnwk3vyr0o
diff --git a/shaderlib/place_texture.gdshaderinc.uid b/shaderlib/place_texture.gdshaderinc.uid
deleted file mode 100644
index f0b6f69..0000000
--- a/shaderlib/place_texture.gdshaderinc.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://51u2hjq62e5i
diff --git a/shaderlib/sobel.gdshaderinc b/shaderlib/sobel.gdshaderinc
deleted file mode 100644
index dd665b3..0000000
--- a/shaderlib/sobel.gdshaderinc
+++ /dev/null
@@ -1,50 +0,0 @@
-
-/*
- Edge Detection (Sobel Filter and Gaussian Blur) by FencerDevLog, adapted
- original code: https://godotshaders.com/shader/edge-detection-sobel-filter-and-gaussian-blur/
- license of the original code: CC0
-*/
-
-vec3 _convolution(sampler2D tex, vec2 uv, vec2 pixel_size) {
- vec3 conv = vec3(0.0);
- // Gaussian blur kernel
- float gauss[25] = {
- 0.00390625, 0.015625, 0.0234375, 0.015625, 0.00390625,
- 0.015625, 0.0625, 0.09375, 0.0625, 0.015625,
- 0.0234375, 0.09375, 0.140625, 0.09375, 0.0234375,
- 0.015625, 0.0625, 0.09375, 0.0625, 0.015625,
- 0.00390625, 0.015625, 0.0234375, 0.015625, 0.00390625
- };
- for (int row = 0; row < 5; row++) {
- for (int col = 0; col < 5; col++) {
- conv += texture(tex, uv + vec2(float(col - 2), float(row - 2)) * pixel_size).rgb * gauss[row * 5 + col];
- }
- }
- return conv;
-}
-
-vec4 sobel(sampler2D tex, vec2 uv) {
- vec2 pixel_size = 1.0/vec2(textureSize(tex, 0));
- vec3 pixels[9]; // Sobel kernel
- // [0, 1, 2]
- // [3, 4, 5]
- // [6, 7, 8]
- for (int row = 0; row < 3; row++) {
- for (int col = 0; col < 3; col++) {
- vec2 uv_ = uv + vec2(float(col - 1), float(row - 1)) * pixel_size;
- pixels[row * 3 + col] = _convolution(tex, uv_, pixel_size);
- }
- }
-
- // Sobel operator
- vec3 gx = (
- pixels[0] * -1.0 + pixels[3] * -2.0 + pixels[6] * -1.0
- + pixels[2] * 1.0 + pixels[5] * 2.0 + pixels[8] * 1.0
- );
- vec3 gy = (
- pixels[0] * -1.0 + pixels[1] * -2.0 + pixels[2] * -1.0
- + pixels[6] * 1.0 + pixels[7] * 2.0 + pixels[8] * 1.0
- );
- vec3 sobel = sqrt(gx * gx + gy * gy);
- return vec4(sobel, 1.0);
-}
\ No newline at end of file
diff --git a/shaderlib/sobel.gdshaderinc.uid b/shaderlib/sobel.gdshaderinc.uid
deleted file mode 100644
index 5753e70..0000000
--- a/shaderlib/sobel.gdshaderinc.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://bqo1fpunnl05f
diff --git a/shaderlib/place_texture.gdshaderinc b/shaderlib/transform.gdshaderinc
similarity index 85%
rename from shaderlib/place_texture.gdshaderinc
rename to shaderlib/transform.gdshaderinc
index af57cce..c888732 100644
--- a/shaderlib/place_texture.gdshaderinc
+++ b/shaderlib/transform.gdshaderinc
@@ -1,8 +1,6 @@
-/*
- Load in a texture from a sampler2D with an offset and scale
- See examples/place_texture.gdshader
-*/
+// Load in a texture from a sampler2D with an offset and scale
+// See examples/place_texture.gdshader
vec4 place_texture(sampler2D sampler, vec2 uv, vec2 texture_pixel_size, vec2 offset, vec2 scale) {
vec2 texture_size = vec2(textureSize(sampler, 0));
// position of current pixel; sample color c
diff --git a/shaderlib/transparency.gdshaderinc b/shaderlib/transparency.gdshaderinc
new file mode 100644
index 0000000..220f0ba
--- /dev/null
+++ b/shaderlib/transparency.gdshaderinc
@@ -0,0 +1,8 @@
+
+// Alpha Blending a over b after Bruce A. Wallace
+// source: https://en.wikipedia.org/wiki/Alpha_compositing
+vec4 alpha_blend(vec4 b, vec4 a) {
+ float alpha = a.a + (b.a * (1.0 - a.a));
+ vec3 col = ((a.rgb*a.a) + ((b.rgb*b.a) * (1.0 - a.a)) / alpha);
+ return vec4(col.r, col.g, col.b, alpha);
+}
diff --git a/src/Camera.gd b/src/Camera.gd
index 416e035..5ad2855 100644
--- a/src/Camera.gd
+++ b/src/Camera.gd
@@ -1,9 +1,9 @@
extends Camera2D
-@onready var image_viewport_display = %ImageViewportDisplay
-
var drag = false
+@onready var image_viewport_display = %ImageViewportDisplay
+
func _input(event):
if event.is_action_pressed("zoom_out"):
zoom_out()
@@ -16,35 +16,31 @@ func _input(event):
if self.drag && event is InputEventMouseMotion:
self.global_position -= event.relative / self.zoom
-var old_zoom = self.zoom
-
-func _process(_delta: float) -> void:
- if self.zoom != old_zoom:
- image_viewport_display.update_zoom_texture_filter(self.zoom)
- image_viewport_display.material.set_shader_parameter("zoom_level", self.zoom)
- old_zoom = self.zoom
-
func fit_image():
if Filesystem.original_image != null:
var image_size = Filesystem.original_image.get_size()
var viewport_size = get_viewport_rect().size
- var zoomf = 1.0
- if viewport_size.x / image_size.x * image_size.y > viewport_size.y:
- zoomf = viewport_size.y / image_size.y / 1.25
- else:
- zoomf = viewport_size.x / image_size.x / 1.2
+ var zoomf = viewport_size.x / image_size.x / 1.1
+ if zoomf * image_size.y > viewport_size.y:
+ zoomf = viewport_size.y / image_size.y / 1.1
self.zoom = Vector2(zoomf, zoomf)
self.global_position = Vector2(0, 0)
+func update_vd_zoomlevel():
+ image_viewport_display.update_zoom_texture_filter(self.zoom)
+ image_viewport_display.material.set_shader_parameter("zoom_level", self.zoom)
+
func zoom_in():
var old_mouse_pos = get_global_mouse_position()
self.zoom *= 1.2
self.global_position += old_mouse_pos - get_global_mouse_position()
+ update_vd_zoomlevel()
func zoom_out():
var old_mouse_pos = get_global_mouse_position()
self.zoom *= 1/1.2
self.global_position += old_mouse_pos - get_global_mouse_position()
+ update_vd_zoomlevel()
func _on_fit_image_button_pressed():
fit_image()
diff --git a/src/Camera.gd.uid b/src/Camera.gd.uid
deleted file mode 100644
index f25b715..0000000
--- a/src/Camera.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://b6r8rigubdctk
diff --git a/src/ImageCompositor.gd b/src/Compositor.gd
similarity index 59%
rename from src/ImageCompositor.gd
rename to src/Compositor.gd
index 9f3e95a..0a8bf14 100644
--- a/src/ImageCompositor.gd
+++ b/src/Compositor.gd
@@ -1,22 +1,9 @@
-class_name ImageCompositor extends SubViewport
-
-var image_sprite: Sprite2D
-
-func _init() -> void:
- # Overwrite some variables
- self.render_target_update_mode = SubViewport.UPDATE_ALWAYS
- self.disable_3d = true
- self.transparent_bg = true
- self.canvas_item_default_texture_filter = Viewport.DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST
- self.image_sprite = Sprite2D.new()
+extends SubViewport
@onready var camera = %Camera
+@onready var image_sprite = %ImageSprite
@onready var image_viewport_display = %ImageViewportDisplay
-func _ready() -> void:
- # Add image sprite as child to be rendered
- self.add_child(image_sprite)
-
var _fragment_function_regex: RegEx = RegEx.create_from_string(r'\s*void\s+fragment\s*\(\s*\)\s*{\s*')
func validate_shader_compilation(shader: Shader) -> bool:
@@ -37,40 +24,27 @@ func validate_shader_compilation(shader: Shader) -> bool:
# test if uniform list is empty -> if it is empty, the shader compilation failed
return len(shader.get_shader_uniform_list()) > 0
-func shader_has_uniform(shader: Shader, name: String, type: int) -> bool:
- for u in shader.get_shader_uniform_list():
- if u["name"] == name && u["type"] == type:
- return true
- return false
+func inject_step_uniform(shader_code: String) -> Shader:
+ var shader = Shader.new()
+ # this should run after validate_shader_compilation()
+ var fragment_function_match = _fragment_function_regex.search(shader_code)
+ shader.code = shader_code.insert(fragment_function_match.get_start(), "\nuniform int STEP;")
+ return shader
-func set_vsync(enabled: bool):
- if enabled:
- DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ENABLED)
- else:
- DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
-
-func update(overwrite_image_path: String = "") -> Array: # returns error messages (strings)
- var shader = Filesystem.shader # read from disk
- if shader == null:
- return ["No shader opened!"]
- # get number of steps & check if code has STEP uniform
+func update() -> Array: # returns error messages (strings)
+ # inject STEP uniform & get number of steps
+ var shader: Shader = inject_step_uniform(Filesystem.shader_code)
var steps: int = ShaderDirectiveParser.parse_steps_directive(shader.code)
- var has_step_uniform: bool = shader_has_uniform(shader, "STEP", 2)
- var has_steps_uniform: bool = shader_has_uniform(shader, "STEPS", 2)
# validate shader
if not validate_shader_compilation(shader):
return ["Shader compilation failed!"]
var errors = []
# load texture(s) from //!load directive -> TEXTURE
- var original_image_path = ""
- if overwrite_image_path == "":
- var m = ShaderDirectiveParser.parse_load_directive(shader.code)
- if len(m) < 1:
- errors.append("Didn't find a load directive!")
- return errors
- original_image_path = Filesystem.get_absolute_path(m[1])
- else:
- original_image_path = overwrite_image_path
+ var m = ShaderDirectiveParser.parse_load_directive(shader.code)
+ if len(m) < 1:
+ errors.append("Didn't find a load directive!")
+ return errors
+ var original_image_path = Filesystem.get_absolute_path(m[1])
var fit_image = false
if original_image_path != Filesystem.last_original_image_path:
fit_image = true
@@ -91,9 +65,6 @@ func update(overwrite_image_path: String = "") -> Array: # returns error message
image_sprite.texture = Filesystem.original_image
image_sprite.offset = Filesystem.original_image.get_size() / 2
self.size = Filesystem.original_image.get_size()
- # already show the image viewport & fit the image
- if fit_image: camera.fit_image()
- image_viewport_display.show()
# create shader material
var mat = ShaderMaterial.new()
mat.shader = shader
@@ -105,19 +76,17 @@ func update(overwrite_image_path: String = "") -> Array: # returns error message
# assign material
image_sprite.material = mat
# iterate n times
- set_vsync(false) # speed up processing
- if has_steps_uniform:
- # set STEPS param
- mat.set_shader_parameter("STEPS", steps)
for i in range(steps):
- if has_step_uniform:
- # set STEP param
- mat.set_shader_parameter("STEP", i)
+ # set STEP param
+ mat.set_shader_parameter("STEP", i)
# Get viewport texture
await RenderingServer.frame_post_draw # wait for next frame to get drawn
Filesystem.result = get_texture().get_image()
image_sprite.texture = ImageTexture.create_from_image(Filesystem.result)
- set_vsync(true) # reenable vsync
image_sprite.material = null
+ if fit_image:
+ camera.fit_image()
+ camera.update_vd_zoomlevel()
+ image_viewport_display.show()
# done
return errors
diff --git a/src/Editor.gd b/src/Editor.gd
new file mode 100644
index 0000000..edc4633
--- /dev/null
+++ b/src/Editor.gd
@@ -0,0 +1,305 @@
+extends Control
+
+@onready var code_editor = %CodeEdit
+
+@onready var open_shader_dialog = %OpenShaderDialog
+@onready var save_shader_dialog = %SaveShaderDialog
+@onready var ui_control_filesave = %SaveImageDialog
+
+@onready var save_image_button = %SaveImageButton
+
+@onready var status_indicator = %StatusIndicator
+@onready var error_msg_dialog = %ErrorMessageDialog
+
+@onready var main = get_tree().root.get_node("Main")
+@onready var compositor = main.get_node("%Compositor")
+@onready var camera = main.get_node("%Camera")
+
+#
+
+var status_okay_texture: CompressedTexture2D = preload("uid://m1omb6g45vst")
+var status_error_texture: CompressedTexture2D = preload("uid://04iv1gogpuhu")
+
+# # # # # # # # # # #
+# GDShader keywords #
+# https://github.com/godotengine/godot/blob/e96ad5af98547df71b50c4c4695ac348638113e0/servers/rendering/shader_language.cpp
+# https://github.com/godotengine/godot/blob/e96ad5af98547df71b50c4c4695ac348638113e0/servers/rendering/shader_types.cpp
+#
+const gdshader_boolean_values = [
+ "true", "false"
+]
+const gdshader_datatypes = [
+ "void",
+ "bool", "bvec2", "bvec3", "bvec4",
+ "int", "ivec2", "ivec3", "ivec4",
+ "uint", "uvec2", "uvec3", "uvec4",
+ "float", "vec2", "vec3", "vec4",
+ "mat2", "mat3", "mat4",
+ "sampler2D", "isampler2D", "usampler2D",
+ "sampler2DArray", "isampler2DArray", "usampler2DArray",
+]
+const gdshader_precision_modifiers = [
+ "lowp", "mediump", "heighp"
+]
+const gdshader_global_space_keywords = [
+ "uniform", "group_uniforms", "varying", "const",
+ "struct", "shader_type", "render_mode"
+]
+const gdshader_uniform_qualifiers = [
+ "instance", "global"
+]
+const gdshader_block_keywords = [
+ "if", "else",
+ "for", "while", "do",
+ "switch", "case",
+ "default", "break", "continue",
+ "return", "discard"
+]
+const gdshader_function_specifier_keywords = [
+ "in", "out", "inout"
+]
+const gdshader_hints = [
+ "source_color", "hint_range", "instance_index"
+]
+const gdshader_sampler_hints = [
+ "hint_normal",
+ "hint_default_white", "hint_default_black", "hint_default_transparent",
+ "hint_anisotropy",
+ "hint_roughness_r", "hint_roughness_g", "hint_roughness_b", "hint_roughness_a",
+ "hint_roughness_normal", "hint_roughness_gray",
+ "hint_screen_texture", "hint_normal_roughness_texture",
+ "hint_depth_texture",
+ "filter_nearest", "filter_linear",
+ "filter_nearest_mipmap", "filter_linear_mipmap",
+ "filter_nearest_mipmap_anisotropic", "filter_linear_mipmap_anisotropic",
+ "repeat_enable", "repeat_disable"
+]
+const gdshader_builtin_functions = [
+ "radians", "degrees",
+ "sin", "cos", "tan", "asin", "acos", "atan", "sinh", "cosh", "tanh",
+ "asinh", "acosh", "atanh",
+ "pow", "exp", "exp2", "log", "log2", "sqrt", "inversesqrt",
+ "abs", "sign", "floor", "trunc", "round", "roundEven", "ceil", "fract",
+ "mod", "modf", "min", "max", "clamp",
+ "mix", "step", "smoothstep",
+ "isnan", "isinf",
+ "floatBitsToInt", "floatBitsToUint", "intBitsToFloat", "uintBitsToFloat",
+ "length", "distance",
+ "dot", "cross",
+ "normalize", "reflect", "refract", "faceforward",
+ "matrixCompMult", "outerProduct", "transpose",
+ "determinant", "inverse",
+ "lessThan", "greaterThan", "lessThanEqual", "greaterThanEqual",
+ "equal", "notEqual",
+ "any", "all", "not",
+ "textureSize", "texture", "textureProj", "textureLod", "texelFetch",
+ "textureProjLod", "textureGrad", "textureProjGrad", "textureGather",
+ "textureQueryLod", "textureQueryLevels",
+ "dFdx", "dFdxCoarse", "dFdxFine", "dFdy", "dFdyCoarse", "dFdyFine",
+ "fwidth", "fwidthCoarse", "fwidthFine"
+]
+const gdshader_sub_functions = [
+ "length", "fma",
+ "packHalf2x16", "packUnorm2x16", "packSnorm2x16", "packUnorm4x8", "packSnorm4x8",
+ "unpackHalf2x16", "unpackUnorm2x16", "unpackSnorm2x16", "unpackUnorm4x8", "unpackSnorm4x8",
+ "bitfieldExtract", "bitfieldInsert", "bitfieldReverse", "bitCount",
+ "findLSB", "findMSB",
+ "umulExtended", "imulExtended",
+ "uaddCarry", "usubBorrow",
+ "ldexp", "frexp"
+]
+const gdshader_builtins = [
+ "TIME", "PI", "TAU", "E",
+ "VERTEX",
+ "UV",
+ "COLOR",
+ "POINT_SIZE",
+ "AT_LIGHT_PASS",
+ "TEXTURE_PIXEL_SIZE",
+ "SHADOW_VERTEX", "LIGHT_VERTEX",
+ "FRAGCOORD",
+ "NORMAL", "NORMAL_MAP", "NORMAL_MAP_DEPTH",
+ "TEXTURE",
+ "POINT_COORD",
+ "SPECULAR_SHININESS"
+]
+const gdshader_preprocessor = [
+ "define", "undef", "include", "pragma",
+ "if", "elif", "ifdef", "ifndef", "else", "endif"
+]
+# shaderlib
+var shaderlib_regex = {
+ "hsv": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/hsv\.gdshaderinc\"'),
+ "transform": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/transform\.gdshaderinc\"'),
+ "transparency": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/transparency\.gdshaderinc\"'),
+ "effects": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/effects\.gdshaderinc\"'),
+ "denoise": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/denoise\.gdshaderinc\"')
+}
+const shaderlib_functions = {
+ "hsv": ["rgb2hsv", "hsv2rgb", "hsv_offset", "hsv_multiply"],
+ "transform": ["place_texture"],
+ "transparency": ["alpha_blend"],
+ "effects": ["pixelate"],
+ "denoise": ["smart_denoise"]
+}
+#
+# configure Highlighter
+#
+class ShaderSyntaxHighlighter extends CodeHighlighter:
+ func _init():
+ add_color_region("//", "", Color.WEB_GRAY, true)
+ add_color_region("/*", "*/", Color.WEB_GRAY, false)
+ function_color = Color.INDIAN_RED
+ for k in gdshader_boolean_values:
+ keyword_colors[k] = Color.INDIAN_RED
+ for k in ( gdshader_datatypes
+ + gdshader_hints
+ + gdshader_sampler_hints
+ + gdshader_global_space_keywords
+ + gdshader_function_specifier_keywords
+ + gdshader_precision_modifiers
+ + gdshader_uniform_qualifiers):
+ keyword_colors[k] = Color.ORCHID;
+ for k in gdshader_block_keywords:
+ keyword_colors[k] = Color.CORAL
+ for k in gdshader_builtins:
+ keyword_colors[k] = Color.DARK_TURQUOISE
+ member_variable_color = Color.LIGHT_BLUE
+ number_color = Color.AQUA
+ symbol_color = Color.GRAY
+#
+# and code completion
+#
+func _on_code_edit_code_completion_requested():
+ for k in gdshader_boolean_values:
+ code_editor.code_completion_prefixes.append(k)
+ code_editor.add_code_completion_option(CodeEdit.KIND_PLAIN_TEXT, k, k, Color.INDIAN_RED)
+ for k in ( gdshader_datatypes
+ + gdshader_hints
+ + gdshader_sampler_hints
+ + gdshader_global_space_keywords
+ + gdshader_function_specifier_keywords
+ + gdshader_precision_modifiers
+ + gdshader_uniform_qualifiers):
+ code_editor.code_completion_prefixes.append(k)
+ code_editor.add_code_completion_option(CodeEdit.KIND_CLASS, k, k, Color.ORCHID)
+ for k in gdshader_block_keywords:
+ code_editor.code_completion_prefixes.append(k)
+ code_editor.add_code_completion_option(CodeEdit.KIND_PLAIN_TEXT, k, k, Color.CORAL)
+ for k in gdshader_builtins:
+ code_editor.code_completion_prefixes.append(k)
+ code_editor.add_code_completion_option(CodeEdit.KIND_CONSTANT, k, k, Color.DARK_TURQUOISE)
+ for k in gdshader_builtin_functions + gdshader_sub_functions:
+ code_editor.code_completion_prefixes.append(k)
+ code_editor.add_code_completion_option(CodeEdit.KIND_FUNCTION, k, k+"(", Color.INDIAN_RED)
+ for k in gdshader_preprocessor:
+ code_editor.code_completion_prefixes.append(k)
+ code_editor.add_code_completion_option(CodeEdit.KIND_PLAIN_TEXT, "#" + k, k)
+ # shaderlib #
+ var shader_code = code_editor.text
+ for key in shaderlib_regex:
+ if shaderlib_regex[key].search(shader_code) != null:
+ if key in shaderlib_functions:
+ for k in shaderlib_functions[key]:
+ code_editor.code_completion_prefixes.append(k)
+ code_editor.add_code_completion_option(CodeEdit.KIND_FUNCTION, k, k+"(", Color.INDIAN_RED)
+ # # # # # # #
+ code_editor.update_code_completion_options(true)
+#
+# # # # # # # # # # # #
+
+func _ready():
+ code_editor.code_completion_enabled = true
+ code_editor.syntax_highlighter = ShaderSyntaxHighlighter.new()
+ self.update_code_edit()
+
+func _input(event):
+ if event.is_action_pressed("apply_shader"):
+ _on_apply_shader_button_pressed()
+ elif event.is_action_pressed("save_shader"):
+ accept_event() # Event is now handled.
+ _on_save_shader_button_pressed()
+
+func update_code_edit():
+ code_editor.text = Filesystem.shader_code
+
+enum Status {OKAY, ERROR, UNKNOWN = -1}
+
+func update_status(status: Status, msg: String = ""):
+ error_msg_dialog.dialog_text = msg
+ error_msg_dialog.reset_size()
+ if status == Status.OKAY:
+ status_indicator.texture_normal = status_okay_texture
+ elif status == Status.ERROR:
+ status_indicator.texture_normal = status_error_texture
+ else:
+ status_indicator.texture_normal = null
+ if msg == "":
+ status_indicator.disabled = true
+ else:
+ status_indicator.disabled = false
+
+#
+
+func _on_new_shader_button_pressed():
+ main.update_title()
+ Filesystem.reset()
+ self.update_code_edit()
+ compositor.update()
+ update_status(Status.UNKNOWN)
+
+func _on_open_shader_button_pressed():
+ open_shader_dialog.show()
+
+func _on_save_shader_button_pressed():
+ Filesystem.shader_code = code_editor.text
+ if Filesystem.last_shader_savepath == "":
+ _on_save_shader_as_button_pressed()
+ else:
+ _on_save_shader_dialog_file_selected(Filesystem.last_shader_savepath)
+
+func _on_save_shader_as_button_pressed() -> void:
+ Filesystem.shader_code = code_editor.text
+ if Filesystem.last_shader_savepath == "":
+ save_shader_dialog.current_file = "filter.gdshader"
+ else:
+ save_shader_dialog.current_path = Filesystem.last_shader_savepath
+ save_shader_dialog.show()
+
+func _on_fit_image_button_pressed():
+ camera.fit_image()
+
+func _on_apply_shader_button_pressed():
+ save_image_button.disabled = true
+ Filesystem.shader_code = code_editor.text
+ var errors = await compositor.update()
+ if len(errors) > 0:
+ update_status(Status.ERROR, "\n".join(errors))
+ else:
+ update_status(Status.OKAY)
+ save_image_button.disabled = false
+
+func _on_save_image_button_pressed():
+ if Filesystem.result != null:
+ ui_control_filesave.current_path = Filesystem.last_image_savepath
+ ui_control_filesave.show()
+
+#
+
+func _on_open_shader_dialog_file_selected(path: String):
+ Filesystem.load_shader(path)
+ main.update_title(path.split("/")[-1])
+ self.update_code_edit()
+ self._on_apply_shader_button_pressed()
+
+func _on_save_shader_dialog_file_selected(path):
+ Filesystem.save_shader(path)
+ main.update_title(path.split("/")[-1])
+
+func _on_save_image_dialog_file_selected(path):
+ Filesystem.save_result(path)
+
+#
+
+func _on_status_indicator_pressed() -> void:
+ error_msg_dialog.show()
diff --git a/src/Filesystem.gd b/src/Filesystem.gd
index cb1ac7d..0fb9507 100644
--- a/src/Filesystem.gd
+++ b/src/Filesystem.gd
@@ -1,31 +1,25 @@
extends Node
-var cwd = "."
-
-var shader_path = "":
- get():
- return shader_path
- set(v):
- var old = shader_path
- shader_path = v
- if "/" in v: # update current working directory
- cwd = v.substr(0, v.rfind("/"))
- if old != shader_path:
- store_last_opened_file()
-
-var shader: Shader:
- get():
- print("Load ", shader_path)
- return load(shader_path)
+@onready var template_shader: Shader = load("res://src/shader/template.gdshader")
+@onready var shader_code: String = template_shader.code
var original_image: ImageTexture
-
var additional_images: Dictionary
var result: Image
+var cwd = "."
var last_image_savepath = ""
+var last_shader_savepath = ""
var last_original_image_path = ""
+func reset():
+ self.shader_code = self.template_shader.code
+ self.last_image_savepath = ""
+ self.last_shader_savepath = ""
+ self.last_original_image_path = ""
+ self.original_image = null
+ self.result = null
+
func get_absolute_path(p: String) -> String:
# this only works on Linux!
if !p.begins_with("/"):
@@ -33,14 +27,14 @@ func get_absolute_path(p: String) -> String:
return p
func load_original_image(path: String) -> String: # returns an error message
- print("Load ", path)
var img = Image.new()
var err = img.load(path)
if err == OK:
original_image = ImageTexture.create_from_image(img)
- if self.last_image_savepath == "" or path != self.last_original_image_path:
+ if path != self.last_original_image_path:
+ self.last_original_image_path = path
+ if self.last_image_savepath == "":
self.last_image_savepath = path
- self.last_original_image_path = path
return ""
return error_string(err) + " " + path
@@ -48,7 +42,6 @@ func clear_additional_images():
additional_images.clear()
func load_additional_image(key: String, path: String) -> String: # returns Error Message String
- print("Load ", path)
var img = Image.new()
var err = img.load(path)
if err == OK:
@@ -65,13 +58,33 @@ func save_result(path: String):
else:
self.last_image_savepath = path
+func load_shader(path: String):
+ print("Load ", path)
+ var file = FileAccess.open(path, FileAccess.READ)
+ if file != null:
+ self.shader_code = file.get_as_text()
+ if "/" in path: # update current working directory
+ self.cwd = path.substr(0, path.rfind("/"))
+ self.last_shader_savepath = path
+ store_last_opened_file()
+
+func save_shader(path: String):
+ print("Save ", path)
+ var file = FileAccess.open(path, FileAccess.WRITE)
+ file.store_string(self.shader_code)
+ file.flush()
+ if "/" in path: # update current working directory
+ self.cwd = path.substr(0, path.rfind("/"))
+ self.last_shader_savepath = path
+ store_last_opened_file()
+
func store_last_opened_file():
var f = FileAccess.open("user://last_opened", FileAccess.WRITE)
if f != null:
- f.store_pascal_string(shader_path)
+ f.store_pascal_string(last_shader_savepath)
f.flush()
func remember_last_opened_file():
var f = FileAccess.open("user://last_opened", FileAccess.READ)
if f != null:
- shader_path = f.get_pascal_string()
+ last_shader_savepath = f.get_pascal_string()
diff --git a/src/Filesystem.gd.uid b/src/Filesystem.gd.uid
deleted file mode 100644
index a89dcab..0000000
--- a/src/Filesystem.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://rlb041ygdwol
diff --git a/src/ImageCompositor.gd.uid b/src/ImageCompositor.gd.uid
deleted file mode 100644
index 2e55fae..0000000
--- a/src/ImageCompositor.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://d106170kuigl3
diff --git a/src/ImageViewportDisplay.gd.uid b/src/ImageViewportDisplay.gd.uid
deleted file mode 100644
index dbde761..0000000
--- a/src/ImageViewportDisplay.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://ctc4lhbdsoq7u
diff --git a/src/Main.gd b/src/Main.gd
index dcf32b3..2acdbf4 100644
--- a/src/Main.gd
+++ b/src/Main.gd
@@ -1,126 +1,26 @@
extends Node
-const BATCH_MODE_SUPPORTED_EXTS = [
- ".bmp", ".dds", ".exr", ".hdr", ".jpeg", ".jpg", ".ktx", ".png", ".svg", ".webp"
-]
-
+@onready var editor_window = %EditorWindow
+@onready var ui_container = %UserInterfaceContainer
@onready var app_name = ProjectSettings.get_setting("application/config/name")
-func show_help():
- print(
- "Usage:\n\n",
- "./Fragmented \n\n",
- "Commands:\n\n",
- " help\n\n",
- " | Shows this help text.\n\n",
- " apply --shader PATH [--load-image PATH]\n\n",
- " | Applies a shader file.\n\n",
- " --shader PATH The path to the shader\n",
- " --output PATH Where to write the resulting image to.\n",
- " In batch mode, this must be a folder.\n",
- " --load-image PATH The path to the image. This will overwrite the\n",
- " load directive of the shader file.\n",
- " Passing a folder activates batch mode.\n",
- " (optional)\n")
-
-func parse_custom_cmdline(args: PackedStringArray):
- var kwargs: Dictionary = {"--shader": null, "--output": null, "--load-image": null}
- var args_len = args.size()
- var i = 0
- while i < args_len:
- var a = args[i]
- if a in kwargs && args_len > i+1:
- i += 1
- kwargs[a] = args[i]
- i += 1
- return kwargs
-
-func cli_handle_errors(errors: Array) -> int:
- # returns number of errors
- var n_errors = errors.size()
- if n_errors > 0:
- print("One or more errors occurred.")
- for e in errors:
- printerr(e)
- return n_errors
-
-func cli(args: PackedStringArray):
- print(
- "~ Fragmented CLI ~\n",
- "-================-\n")
- if "help" in args:
- show_help()
- get_tree().quit(1)
- return
- var kwargs: Dictionary = parse_custom_cmdline(args)
- if kwargs["--shader"] == null or kwargs["--output"] == null:
- show_help()
- get_tree().quit(1)
- return
- var batch_mode = false
- var load_image_dir: DirAccess
- if kwargs["--load-image"] != null:
- load_image_dir = DirAccess.open(kwargs["--load-image"])
- if load_image_dir != null:
- # batch mode
- if DirAccess.open(kwargs["--output"]) == null:
- printerr("If --load-image is a directory, --output has to be one too.\n")
- show_help()
- get_tree().quit(1)
- return
- else:
- batch_mode = true
- #
- Filesystem.shader_path = kwargs["--shader"]
- #
- if batch_mode:
- var in_dir_path = load_image_dir.get_current_dir()
- var out_dir_path: String = kwargs["--output"].rstrip("/")
- for f in load_image_dir.get_files():
- var supported = false
- for e in BATCH_MODE_SUPPORTED_EXTS:
- if f.ends_with(e):
- supported = true
- break
- if supported:
- f = in_dir_path + "/" + f
- print(f)
- var errors = await $Compositor.update(f)
- if cli_handle_errors(errors) == 0:
- var filename = out_dir_path + "/" + f.substr(f.rfind("/"), -1)
- Filesystem.save_result(filename)
- else:
- get_tree().quit(1)
- return
- get_tree().quit(0)
- else:
- var errors = []
- if kwargs["--load-image"] == null:
- errors = await $Compositor.update()
- else:
- errors = await $Compositor.update(kwargs["--load-image"])
- if cli_handle_errors(errors) == 0:
- Filesystem.save_result(kwargs["--output"])
- get_tree().quit(0)
- else:
- get_tree().quit(1)
-
-func prepare_gui():
+func _ready():
update_title()
+ # position windows
+ get_window().position = Vector2i(
+ editor_window.position.x + editor_window.size.x + 50,
+ editor_window.position.y)
+ get_window().min_size = Vector2i(400, 400)
+ editor_window.min_size = Vector2i(560, 400)
# Load last opened file
Filesystem.remember_last_opened_file()
- %MainUI._on_apply_shader_button_pressed()
-
-func _ready():
- var args = OS.get_cmdline_args()
- if len(args) > 0 and args[0] in ["apply", "help"]:
- # use the commandline interface
- cli(args)
- else:
- prepare_gui()
+ if Filesystem.last_shader_savepath != "":
+ ui_container.get_node("Editor")._on_open_shader_dialog_file_selected(Filesystem.last_shader_savepath)
func update_title(current_file: String = ""):
if current_file == "":
get_window().title = app_name + " - Viewer"
+ editor_window.title = app_name + " - Editor"
else:
get_window().title = current_file + " - " + app_name + " - Viewer"
+ editor_window.title = current_file + " - " + app_name + " - Editor"
diff --git a/src/Main.gd.uid b/src/Main.gd.uid
deleted file mode 100644
index 2f9a508..0000000
--- a/src/Main.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://5sbslwysin5a
diff --git a/src/MainUI.gd b/src/MainUI.gd
deleted file mode 100644
index 8a62ff1..0000000
--- a/src/MainUI.gd
+++ /dev/null
@@ -1,100 +0,0 @@
-extends Control
-
-@onready var open_shader_dialog = %OpenShaderDialog
-@onready var save_image_dialog = %SaveImageDialog
-
-@onready var open_shader_button = %OpenShaderButton
-@onready var save_image_button = %SaveImageButton
-@onready var fit_image_button = %FitImageButton
-@onready var apply_shader_button = %ApplyShaderButton
-
-@onready var status_indicator = %StatusIndicator
-@onready var error_msg_dialog = %ErrorMessageDialog
-
-@onready var main = get_tree().root.get_node("Main")
-@onready var compositor = %Compositor
-@onready var camera = %Camera
-
-var status_okay_texture: CompressedTexture2D = preload("uid://m1omb6g45vst")
-var status_error_texture: CompressedTexture2D = preload("uid://04iv1gogpuhu")
-
-enum Status {OKAY, ERROR, UNKNOWN = -1}
-
-#
-
-func _input(event):
- if event.is_action_pressed("apply_shader"):
- _on_apply_shader_button_pressed()
- elif event.is_action_pressed("save_shader"):
- accept_event() # Event is now handled.
-
-#
-
-func set_buttons_disabled(disabled: bool):
- for b in [open_shader_button, save_image_button, fit_image_button, apply_shader_button, status_indicator]:
- b.disabled = disabled
-
-func _on_open_shader_button_pressed():
- set_buttons_disabled(true)
- open_shader_dialog.show()
-
-func _on_fit_image_button_pressed():
- camera.fit_image()
-
-func _on_apply_shader_button_pressed():
- set_buttons_disabled(true)
- var errors = await compositor.update()
- set_buttons_disabled(false)
- if len(errors) > 0:
- update_status(Status.ERROR, "\n".join(errors))
- else:
- update_status(Status.OKAY)
- status_indicator.disabled = true
-
-func _on_save_image_button_pressed():
- if Filesystem.result != null:
- set_buttons_disabled(true)
- save_image_dialog.current_path = Filesystem.last_image_savepath
- save_image_dialog.show()
-
-#
-
-func _on_open_shader_dialog_file_selected(path: String):
- Filesystem.shader_path = path
- main.update_title(path.split("/")[-1])
- self._on_apply_shader_button_pressed()
-
-func _on_open_shader_dialog_canceled() -> void:
- set_buttons_disabled(false)
-
-func _on_open_shader_dialog_confirmed() -> void:
- set_buttons_disabled(false)
-
-func _on_save_image_dialog_file_selected(path):
- Filesystem.save_result(path)
- set_buttons_disabled(false)
-
-func _on_save_image_dialog_canceled() -> void:
- set_buttons_disabled(false)
-
-func _on_save_image_dialog_confirmed() -> void:
- set_buttons_disabled(false)
-
-#
-
-func update_status(status: Status, msg: String = ""):
- error_msg_dialog.dialog_text = msg
- error_msg_dialog.reset_size()
- if status == Status.OKAY:
- status_indicator.texture_normal = status_okay_texture
- elif status == Status.ERROR:
- status_indicator.texture_normal = status_error_texture
- else:
- status_indicator.texture_normal = null
- if msg == "":
- status_indicator.disabled = true
- else:
- status_indicator.disabled = false
-
-func _on_status_indicator_pressed() -> void:
- error_msg_dialog.show()
diff --git a/src/MainUI.gd.uid b/src/MainUI.gd.uid
deleted file mode 100644
index 0077ccd..0000000
--- a/src/MainUI.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://bxgmf2ny7yuc8
diff --git a/src/ShaderDirectiveParser.gd.uid b/src/ShaderDirectiveParser.gd.uid
deleted file mode 100644
index 59f7f0e..0000000
--- a/src/ShaderDirectiveParser.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://dw8bep14j4j3w
diff --git a/src/UIAppVersion.gd b/src/UIAppVersion.gd
new file mode 100644
index 0000000..60fe35a
--- /dev/null
+++ b/src/UIAppVersion.gd
@@ -0,0 +1,4 @@
+extends Label
+
+func _ready():
+ text = ProjectSettings.get_setting("application/config/version")
diff --git a/src/UIWindow.gd b/src/UIWindow.gd
new file mode 100644
index 0000000..72836ce
--- /dev/null
+++ b/src/UIWindow.gd
@@ -0,0 +1,4 @@
+extends Window
+
+func _on_close_requested() -> void:
+ get_tree().quit()
diff --git a/src/VersionLabel.gd b/src/VersionLabel.gd
deleted file mode 100644
index c3c07e7..0000000
--- a/src/VersionLabel.gd
+++ /dev/null
@@ -1,8 +0,0 @@
-extends Label
-
-func _ready():
- text = ProjectSettings.get_setting("application/config/name") \
- + " " \
- + ProjectSettings.get_setting("application/config/version") \
- + " | Godot " \
- + Engine.get_version_info()["string"]
diff --git a/src/VersionLabel.gd.uid b/src/VersionLabel.gd.uid
deleted file mode 100644
index e731c41..0000000
--- a/src/VersionLabel.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://bh0gpu3i2p47f
diff --git a/src/assets/bg.png b/src/assets/bg.png
deleted file mode 100644
index fb67c19..0000000
Binary files a/src/assets/bg.png and /dev/null differ
diff --git a/src/assets/bg.png.import b/src/assets/bg.png.import
deleted file mode 100644
index e61ed86..0000000
--- a/src/assets/bg.png.import
+++ /dev/null
@@ -1,34 +0,0 @@
-[remap]
-
-importer="texture"
-type="CompressedTexture2D"
-uid="uid://d2nwchyd6huob"
-path="res://.godot/imported/bg.png-7c8713dd1fab321784216191fa747e53.ctex"
-metadata={
-"vram_texture": false
-}
-
-[deps]
-
-source_file="res://src/assets/bg.png"
-dest_files=["res://.godot/imported/bg.png-7c8713dd1fab321784216191fa747e53.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=false
-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=1
diff --git a/src/scenes/main.tscn b/src/scenes/main.tscn
deleted file mode 100644
index 14b19bd..0000000
--- a/src/scenes/main.tscn
+++ /dev/null
@@ -1,194 +0,0 @@
-[gd_scene load_steps=13 format=3 uid="uid://bjah7k4bxo044"]
-
-[ext_resource type="Script" uid="uid://5sbslwysin5a" path="res://src/Main.gd" id="1_64y3g"]
-[ext_resource type="Script" uid="uid://d106170kuigl3" path="res://src/ImageCompositor.gd" id="2_4ykh7"]
-[ext_resource type="Shader" uid="uid://ctk7jomfyx0fh" path="res://src/shader/ivd_outline.gdshader" id="3_0fllm"]
-[ext_resource type="Script" uid="uid://ctc4lhbdsoq7u" path="res://src/ImageViewportDisplay.gd" id="4_pbpx2"]
-[ext_resource type="Script" uid="uid://b6r8rigubdctk" path="res://src/Camera.gd" id="5_hkdq6"]
-[ext_resource type="Texture2D" uid="uid://d2nwchyd6huob" path="res://src/assets/bg.png" id="6_kokaf"]
-[ext_resource type="Theme" uid="uid://cwqlns34rj3vx" path="res://src/theme.tres" id="6_rjp5f"]
-[ext_resource type="Script" uid="uid://bxgmf2ny7yuc8" path="res://src/MainUI.gd" id="7_5puhk"]
-[ext_resource type="Script" uid="uid://bh0gpu3i2p47f" path="res://src/VersionLabel.gd" id="8_kod8x"]
-
-[sub_resource type="ShaderMaterial" id="ShaderMaterial_y2ea0"]
-shader = ExtResource("3_0fllm")
-shader_parameter/zoom_level = Vector2(1, 1)
-
-[sub_resource type="ViewportTexture" id="ViewportTexture_lct1c"]
-viewport_path = NodePath("Compositor")
-
-[sub_resource type="LabelSettings" id="LabelSettings_6o860"]
-font_size = 12
-shadow_color = Color(0, 0, 0, 1)
-
-[node name="Main" type="Node2D"]
-script = ExtResource("1_64y3g")
-
-[node name="Compositor" type="SubViewport" parent="."]
-unique_name_in_owner = true
-script = ExtResource("2_4ykh7")
-
-[node name="ImageViewportDisplay" type="Sprite2D" parent="."]
-unique_name_in_owner = true
-material = SubResource("ShaderMaterial_y2ea0")
-texture = SubResource("ViewportTexture_lct1c")
-script = ExtResource("4_pbpx2")
-
-[node name="Camera" type="Camera2D" parent="."]
-unique_name_in_owner = true
-offset = Vector2(0, -64)
-script = ExtResource("5_hkdq6")
-
-[node name="CanvasLayerBg" type="CanvasLayer" parent="."]
-layer = -1
-
-[node name="Control" type="Control" parent="CanvasLayerBg"]
-layout_mode = 3
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-grow_horizontal = 2
-grow_vertical = 2
-
-[node name="TextureRect" type="TextureRect" parent="CanvasLayerBg/Control"]
-layout_mode = 1
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-grow_horizontal = 2
-grow_vertical = 2
-texture = ExtResource("6_kokaf")
-stretch_mode = 1
-
-[node name="CanvasLayer" type="CanvasLayer" parent="."]
-
-[node name="MainUI" type="Control" parent="CanvasLayer"]
-unique_name_in_owner = true
-layout_mode = 3
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-grow_horizontal = 2
-grow_vertical = 2
-pivot_offset = Vector2(320, 320)
-theme = ExtResource("6_rjp5f")
-script = ExtResource("7_5puhk")
-
-[node name="OpenShaderDialog" type="FileDialog" parent="CanvasLayer/MainUI"]
-unique_name_in_owner = true
-auto_translate_mode = 1
-title = "Load Shader"
-size = Vector2i(521, 175)
-ok_button_text = "Open"
-mode_overrides_title = false
-file_mode = 0
-access = 2
-filters = PackedStringArray("*.gdshader")
-use_native_dialog = true
-
-[node name="SaveImageDialog" type="FileDialog" parent="CanvasLayer/MainUI"]
-unique_name_in_owner = true
-auto_translate_mode = 1
-title = "Export Image"
-size = Vector2i(661, 175)
-mode_overrides_title = false
-access = 2
-filters = PackedStringArray("*.png")
-use_native_dialog = true
-
-[node name="ErrorMessageDialog" type="AcceptDialog" parent="CanvasLayer/MainUI"]
-unique_name_in_owner = true
-auto_translate_mode = 1
-title = "Status"
-initial_position = 2
-size = Vector2i(256, 128)
-popup_window = true
-ok_button_text = "Close"
-
-[node name="OpenShaderButton" type="Button" parent="CanvasLayer/MainUI"]
-unique_name_in_owner = true
-layout_mode = 1
-offset_left = 16.0
-offset_top = 16.0
-offset_right = 128.0
-offset_bottom = 48.0
-text = "Open Shader"
-
-[node name="SaveImageButton" type="Button" parent="CanvasLayer/MainUI"]
-unique_name_in_owner = true
-layout_mode = 1
-offset_left = 144.0
-offset_top = 16.0
-offset_right = 216.0
-offset_bottom = 48.0
-disabled = true
-text = "Export"
-
-[node name="FitImageButton" type="Button" parent="CanvasLayer/MainUI"]
-unique_name_in_owner = true
-layout_mode = 1
-anchors_preset = 1
-anchor_left = 1.0
-anchor_right = 1.0
-offset_left = -176.0
-offset_top = 16.0
-offset_right = -128.0
-offset_bottom = 48.0
-grow_horizontal = 0
-text = "Fit"
-
-[node name="ApplyShaderButton" type="Button" parent="CanvasLayer/MainUI"]
-unique_name_in_owner = true
-layout_mode = 1
-anchors_preset = 1
-anchor_left = 1.0
-anchor_right = 1.0
-offset_left = -112.0
-offset_top = 16.0
-offset_right = -16.0
-offset_bottom = 48.0
-grow_horizontal = 0
-text = "Apply (F5)"
-
-[node name="StatusIndicator" type="TextureButton" parent="CanvasLayer/MainUI"]
-unique_name_in_owner = true
-layout_mode = 1
-anchors_preset = 1
-anchor_left = 1.0
-anchor_right = 1.0
-offset_left = -220.0
-offset_top = 21.0
-offset_right = -196.0
-offset_bottom = 45.0
-grow_horizontal = 0
-disabled = true
-ignore_texture_size = true
-stretch_mode = 0
-
-[node name="VersionLabel" type="Label" parent="CanvasLayer/MainUI"]
-layout_mode = 1
-anchors_preset = 12
-anchor_top = 1.0
-anchor_right = 1.0
-anchor_bottom = 1.0
-offset_left = 16.0
-offset_top = -24.0
-offset_right = -16.0
-grow_horizontal = 2
-grow_vertical = 0
-label_settings = SubResource("LabelSettings_6o860")
-horizontal_alignment = 1
-vertical_alignment = 1
-script = ExtResource("8_kod8x")
-
-[connection signal="canceled" from="CanvasLayer/MainUI/OpenShaderDialog" to="CanvasLayer/MainUI" method="_on_open_shader_dialog_canceled"]
-[connection signal="confirmed" from="CanvasLayer/MainUI/OpenShaderDialog" to="CanvasLayer/MainUI" method="_on_open_shader_dialog_confirmed"]
-[connection signal="file_selected" from="CanvasLayer/MainUI/OpenShaderDialog" to="CanvasLayer/MainUI" method="_on_open_shader_dialog_file_selected"]
-[connection signal="canceled" from="CanvasLayer/MainUI/SaveImageDialog" to="CanvasLayer/MainUI" method="_on_save_image_dialog_canceled"]
-[connection signal="confirmed" from="CanvasLayer/MainUI/SaveImageDialog" to="CanvasLayer/MainUI" method="_on_save_image_dialog_confirmed"]
-[connection signal="file_selected" from="CanvasLayer/MainUI/SaveImageDialog" to="CanvasLayer/MainUI" method="_on_save_image_dialog_file_selected"]
-[connection signal="pressed" from="CanvasLayer/MainUI/OpenShaderButton" to="CanvasLayer/MainUI" method="_on_open_shader_button_pressed"]
-[connection signal="pressed" from="CanvasLayer/MainUI/SaveImageButton" to="CanvasLayer/MainUI" method="_on_save_image_button_pressed"]
-[connection signal="pressed" from="CanvasLayer/MainUI/FitImageButton" to="CanvasLayer/MainUI" method="_on_fit_image_button_pressed"]
-[connection signal="pressed" from="CanvasLayer/MainUI/ApplyShaderButton" to="CanvasLayer/MainUI" method="_on_apply_shader_button_pressed"]
-[connection signal="pressed" from="CanvasLayer/MainUI/StatusIndicator" to="CanvasLayer/MainUI" method="_on_status_indicator_pressed"]
diff --git a/src/shader/ivd_outline.gdshader b/src/shader/ivd_outline.gdshader
index 78bfe77..14ce6e0 100644
--- a/src/shader/ivd_outline.gdshader
+++ b/src/shader/ivd_outline.gdshader
@@ -11,6 +11,6 @@ void fragment() {
UV.x > 1.0-t.x ||
UV.y > 1.0-t.y
) {
- COLOR = mix(COLOR, vec4(0.5), 0.5);
+ COLOR = mix(COLOR, vec4(1.0), 0.5);
}
}
diff --git a/src/shader/ivd_outline.gdshader.uid b/src/shader/ivd_outline.gdshader.uid
deleted file mode 100644
index b42ac31..0000000
--- a/src/shader/ivd_outline.gdshader.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://ctk7jomfyx0fh
diff --git a/src/shader/template.gdshader b/src/shader/template.gdshader
new file mode 100644
index 0000000..be6c5cc
--- /dev/null
+++ b/src/shader/template.gdshader
@@ -0,0 +1,7 @@
+shader_type canvas_item;
+
+//!load /path/to/your/image
+
+void fragment() {
+ // Called for every pixel the material is visible on.
+}
diff --git a/src/theme.tres b/src/theme.tres
deleted file mode 100644
index 782d3e9..0000000
--- a/src/theme.tres
+++ /dev/null
@@ -1,57 +0,0 @@
-[gd_resource type="Theme" load_steps=4 format=3 uid="uid://cwqlns34rj3vx"]
-
-[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_bm5o2"]
-content_margin_left = 4.0
-content_margin_top = 4.0
-content_margin_right = 4.0
-content_margin_bottom = 4.0
-bg_color = Color(0.1, 0.1, 0.1, 0.3)
-border_width_left = 1
-border_width_top = 1
-border_width_right = 1
-border_width_bottom = 1
-border_color = Color(1, 1, 1, 0.27451)
-corner_radius_top_left = 3
-corner_radius_top_right = 3
-corner_radius_bottom_right = 3
-corner_radius_bottom_left = 3
-corner_detail = 5
-
-[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_l0k8a"]
-content_margin_left = 4.0
-content_margin_top = 4.0
-content_margin_right = 4.0
-content_margin_bottom = 4.0
-bg_color = Color(0.225, 0.225, 0.225, 0.6)
-border_width_left = 1
-border_width_top = 1
-border_width_right = 1
-border_width_bottom = 1
-border_color = Color(1, 1, 1, 0.784314)
-corner_radius_top_left = 3
-corner_radius_top_right = 3
-corner_radius_bottom_right = 3
-corner_radius_bottom_left = 3
-corner_detail = 5
-
-[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_1dkyv"]
-content_margin_left = 4.0
-content_margin_top = 4.0
-content_margin_right = 4.0
-content_margin_bottom = 4.0
-bg_color = Color(0.1, 0.1, 0.1, 0.6)
-border_width_left = 1
-border_width_top = 1
-border_width_right = 1
-border_width_bottom = 1
-border_color = Color(1, 1, 1, 0.509804)
-corner_radius_top_left = 3
-corner_radius_top_right = 3
-corner_radius_bottom_right = 3
-corner_radius_bottom_left = 3
-corner_detail = 5
-
-[resource]
-Button/styles/disabled = SubResource("StyleBoxFlat_bm5o2")
-Button/styles/hover = SubResource("StyleBoxFlat_l0k8a")
-Button/styles/normal = SubResource("StyleBoxFlat_1dkyv")
diff --git a/tools/get_version.gd b/tools/get_version.gd
deleted file mode 100644
index 8384f1b..0000000
--- a/tools/get_version.gd
+++ /dev/null
@@ -1,7 +0,0 @@
-extends SceneTree
-
-# godot --headless --no-header -s tools/get_version.gd
-
-func _init() -> void:
- print(ProjectSettings.get_setting("application/config/version"))
- quit(0)
diff --git a/tools/get_version.gd.uid b/tools/get_version.gd.uid
deleted file mode 100644
index e14829d..0000000
--- a/tools/get_version.gd.uid
+++ /dev/null
@@ -1 +0,0 @@
-uid://cdhqbascy6pvy