diff --git a/.gitignore b/.gitignore
index 99ff9ef..852a042 100644
--- a/.gitignore
+++ b/.gitignore
@@ -13,8 +13,9 @@ data_*/
mono_crash.*.json
# Builds
+*.x86_64
+godot.*.template_release.*
dist/*
-!dist/.gitkeep
screenshot.png.import
diff --git a/LICENSE b/LICENSE
index 920dc4f..ba50b01 100644
--- a/LICENSE
+++ b/LICENSE
@@ -1,21 +1,28 @@
-MIT License
+BSD 3-Clause License
-Copyright (c) 2024 Julian Müller (ChaoticByte)
+Copyright (c) 2025, Julian Müller (ChaoticByte)
-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:
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
-The above copyright notice and this permission notice shall be included in all
-copies or substantial portions of the Software.
+1. Redistributions of source code must retain the above copyright notice, this
+ list of conditions and the following disclaimer.
-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.
+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.
diff --git a/README.md b/README.md
index e2e92db..a12517b 100644
--- a/README.md
+++ b/README.md
@@ -3,7 +3,15 @@

-
Create image filters by writing shaders.
+
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)
## Supported Platforms
@@ -13,8 +21,16 @@ You can find the latest releases [here](https://github.com/ChaoticByte/Fragmente
## Usage
-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.
+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.**
### Load TEXTURE using the `//!load` directive
@@ -22,26 +38,119 @@ Just load an image using `//!load`, edit the shader code and hit `F5` to see the
//!load
```
-The image file will be read and available as the `TEXTURE` variable.
+The main image file will be read and available as the sampler2D `TEXTURE`.
#### Load additional images
```glsl
-//!load
+//!load+
+
uniform sampler2D ;
```
-Have a look at the `mix.gdshader` example:
+Have a look at the `place_texture.gdshader` example.
+
+### Have multiple steps with `//!steps n`
+
+You can apply your shaderfile multiple times. At every additional step, `TEXTURE` is the result of the previous step. This can be used to chain effects that cannot be easily chained otherwise.
+
+To query the current step index, a `STEP` uniform is automatically injected. If `steps` is set to `0`, your shader won't be applied at all.
+
+Example:
+
+```glsl
+//!load ...
+//!steps 5
+
+uniform int STEP;
+uniform int STEPS;
+
+void fragment() {
+ if (STEP == 0) {
+ ...
+ } else if (STEP == 1) {
+ ...
+ } else if (STEP == STEPS-1) {
+ ...
+ }
+}
+```
+
+## Shaderlib
+
+This repo comes with a (still small) shader library including pre-written functions and more.
+Have a look at the `shaderlib` folder.
+
+Here is an example:
```glsl
shader_type canvas_item;
-//!load ./swamp.jpg
+#include "./shaderlib/oklab.gdshaderinc"
-//!load+ img2 ./overlay.jpg
-uniform sampler2D img2: repeat_enable, filter_nearest;
+//!load ./images/swamp.jpg
void fragment() {
- COLOR = mix(COLOR, texture(img2, UV), .2);
+ vec4 oklab = rgb2oklab(COLOR);
+ vec4 oklch = oklab2oklch(oklab);
+ oklch.z -= 2.0;
+ COLOR = oklab2rgb(oklch2oklab(oklch));
}
```
+
+## 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/build-template/Containerfile b/build-template/Containerfile
new file mode 100644
index 0000000..b1a0c48
--- /dev/null
+++ b/build-template/Containerfile
@@ -0,0 +1,20 @@
+
+MAINTAINER ChaoticByte
+
+# Using Ubuntu 20.04
+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
+
+FROM os-base AS clone-src
+
+RUN git clone https://github.com/godotengine/godot.git -b 4.4-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
diff --git a/build-template/build.sh b/build-template/build.sh
new file mode 100755
index 0000000..feff902
--- /dev/null
+++ b/build-template/build.sh
@@ -0,0 +1,29 @@
+#!/usr/bin/env bash
+
+set -e
+
+function log {
+ echo -e "\033[1;36m***** $@ *****\033[0m"
+}
+
+log " "
+log "Fragmented - Godot Build Template Builder"
+log " "
+
+cd $(dirname $0)
+log Switched to $(pwd)
+
+tmpsuffix=$(date +%s%N)
+image_name=fragmented-godot-template-builder
+container_name=${image_name}-${tmpsuffix}
+output_file=godot.linuxbsd.template_release.x86_64
+
+log Building image ${image_name} ...
+buildah build -t ${image_name}
+log Building godot build template with container ${container_name} ...
+podman run --name ${container_name} localhost/${image_name}:latest
+log Copying ${output_file} from container to $(realpath ./${output_file})
+podman cp ${container_name}:/godot-src/bin/${output_file} ./${output_file}
+log Removing container ${container_name}
+podman container rm ${container_name}
+log Done :D
diff --git a/dist.sh b/dist.sh
new file mode 100755
index 0000000..3b44438
--- /dev/null
+++ b/dist.sh
@@ -0,0 +1,30 @@
+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
deleted file mode 100644
index e69de29..0000000
diff --git a/examples/0_empty.tscn b/examples/0_empty.tscn
new file mode 100644
index 0000000..5fa71b9
--- /dev/null
+++ b/examples/0_empty.tscn
@@ -0,0 +1,3 @@
+[gd_scene format=3 uid="uid://db2rhq8rwv5wo"]
+
+[node name="Node" type="Node"]
diff --git a/examples/CREDITS.md b/examples/CREDITS.md
deleted file mode 100644
index 99df0e2..0000000
--- a/examples/CREDITS.md
+++ /dev/null
@@ -1,5 +0,0 @@
-
-# Example Images
-
-- swamp.jpg by [clfr21](https://pixabay.com/de/users/clfr21-6530007/)
-- overlay.jpg by [Humusak](https://pixabay.com/de/users/humusak-137455/)
diff --git a/examples/blur.gdshader b/examples/blur.gdshader
new file mode 100644
index 0000000..fa4d87d
--- /dev/null
+++ b/examples/blur.gdshader
@@ -0,0 +1,8 @@
+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
new file mode 100644
index 0000000..3739afe
--- /dev/null
+++ b/examples/blur.gdshader.uid
@@ -0,0 +1 @@
+uid://cny8dtukv54wt
diff --git a/examples/channel_offset.gdshader b/examples/channel_offset.gdshader
index 73915ea..a1ad8b5 100644
--- a/examples/channel_offset.gdshader
+++ b/examples/channel_offset.gdshader
@@ -1,6 +1,6 @@
shader_type canvas_item;
-//!load ./swamp.jpg
+//!load ./images/swamp.jpg
const vec2 offset_r = vec2(-0.002, -0.002);
const vec2 offset_g = vec2(0., 0.);
diff --git a/examples/channel_offset.gdshader.uid b/examples/channel_offset.gdshader.uid
new file mode 100644
index 0000000..66e7cef
--- /dev/null
+++ b/examples/channel_offset.gdshader.uid
@@ -0,0 +1 @@
+uid://0efk4fornlg6
diff --git a/examples/color_and_pixelate.gdshader b/examples/color_and_pixelate.gdshader
new file mode 100644
index 0000000..f490db4
--- /dev/null
+++ b/examples/color_and_pixelate.gdshader
@@ -0,0 +1,14 @@
+shader_type canvas_item;
+
+#include "./shaderlib/hsv.gdshaderinc"
+#include "./shaderlib/pixelate.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);
+}
diff --git a/examples/color_and_pixelate.gdshader.uid b/examples/color_and_pixelate.gdshader.uid
new file mode 100644
index 0000000..d943067
--- /dev/null
+++ b/examples/color_and_pixelate.gdshader.uid
@@ -0,0 +1 @@
+uid://gd23hu7ro148
diff --git a/examples/denoise.gdshader b/examples/denoise.gdshader
new file mode 100644
index 0000000..229a8da
--- /dev/null
+++ b/examples/denoise.gdshader
@@ -0,0 +1,9 @@
+shader_type canvas_item;
+
+//!load ./images/noisy.png
+
+#include "./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
new file mode 100644
index 0000000..9337646
--- /dev/null
+++ b/examples/denoise.gdshader.uid
@@ -0,0 +1 @@
+uid://cbwyneu03fki6
diff --git a/examples/greyscale.gdshader b/examples/greyscale.gdshader
index 921c591..00aac8b 100644
--- a/examples/greyscale.gdshader
+++ b/examples/greyscale.gdshader
@@ -1,6 +1,6 @@
shader_type canvas_item;
-//!load ./swamp.jpg
+//!load ./images/swamp.jpg
void fragment() {
float b = (COLOR.r + COLOR.g + COLOR.b) / 3.0;
diff --git a/examples/greyscale.gdshader.uid b/examples/greyscale.gdshader.uid
new file mode 100644
index 0000000..b6e1bbd
--- /dev/null
+++ b/examples/greyscale.gdshader.uid
@@ -0,0 +1 @@
+uid://dvarqolt6es27
diff --git a/examples/images/CREDITS.md b/examples/images/CREDITS.md
new file mode 100644
index 0000000..d662b8c
--- /dev/null
+++ b/examples/images/CREDITS.md
@@ -0,0 +1,6 @@
+
+# Example Images
+
+- 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/grass.png b/examples/images/grass.png
new file mode 100644
index 0000000..bb7e120
Binary files /dev/null and b/examples/images/grass.png differ
diff --git a/examples/images/grass.png.import b/examples/images/grass.png.import
new file mode 100644
index 0000000..327f716
--- /dev/null
+++ b/examples/images/grass.png.import
@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://c1mh1d2f3u4ju"
+path="res://.godot/imported/grass.png-61a458998da568ce60ccb8a0c7caaf6d.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://examples/images/grass.png"
+dest_files=["res://.godot/imported/grass.png-61a458998da568ce60ccb8a0c7caaf6d.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/images/mountain.jpg b/examples/images/mountain.jpg
new file mode 100644
index 0000000..591c06d
Binary files /dev/null and b/examples/images/mountain.jpg differ
diff --git a/examples/images/mountain.jpg.import b/examples/images/mountain.jpg.import
new file mode 100644
index 0000000..e914676
--- /dev/null
+++ b/examples/images/mountain.jpg.import
@@ -0,0 +1,34 @@
+[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/images/noisy.png b/examples/images/noisy.png
new file mode 100644
index 0000000..08e0664
Binary files /dev/null and b/examples/images/noisy.png differ
diff --git a/examples/images/noisy.png.import b/examples/images/noisy.png.import
new file mode 100644
index 0000000..e8bab73
--- /dev/null
+++ b/examples/images/noisy.png.import
@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://cfe2d0qes5x87"
+path="res://.godot/imported/noisy.png-1b2e79340785c6c0f50d5bad5ce97356.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://examples/images/noisy.png"
+dest_files=["res://.godot/imported/noisy.png-1b2e79340785c6c0f50d5bad5ce97356.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/swamp.jpg b/examples/images/swamp.jpg
similarity index 100%
rename from examples/swamp.jpg
rename to examples/images/swamp.jpg
diff --git a/examples/swamp.jpg.import b/examples/images/swamp.jpg.import
similarity index 72%
rename from examples/swamp.jpg.import
rename to examples/images/swamp.jpg.import
index 3cc2a0b..e0efe23 100644
--- a/examples/swamp.jpg.import
+++ b/examples/images/swamp.jpg.import
@@ -3,15 +3,15 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://ckjb0agn5btv7"
-path="res://.godot/imported/swamp.jpg-8e3eac7e7aacce65638e712310cdb35c.ctex"
+path="res://.godot/imported/swamp.jpg-1dfdcd52a5ef03d42a82a7f06acefa98.ctex"
metadata={
"vram_texture": false
}
[deps]
-source_file="res://examples/swamp.jpg"
-dest_files=["res://.godot/imported/swamp.jpg-8e3eac7e7aacce65638e712310cdb35c.ctex"]
+source_file="res://examples/images/swamp.jpg"
+dest_files=["res://.godot/imported/swamp.jpg-1dfdcd52a5ef03d42a82a7f06acefa98.ctex"]
[params]
diff --git a/examples/kuwahara.gdshader b/examples/kuwahara.gdshader
new file mode 100644
index 0000000..246e162
--- /dev/null
+++ b/examples/kuwahara.gdshader
@@ -0,0 +1,16 @@
+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
new file mode 100644
index 0000000..2e0241a
--- /dev/null
+++ b/examples/kuwahara.gdshader.uid
@@ -0,0 +1 @@
+uid://cdhyuk7u8kxyk
diff --git a/examples/lowpass.gdshader b/examples/lowpass.gdshader
index d2d82c5..a84c2a2 100644
--- a/examples/lowpass.gdshader
+++ b/examples/lowpass.gdshader
@@ -1,15 +1,13 @@
shader_type canvas_item;
-//!load ./swamp.jpg
+//!load ./images/swamp.jpg
// Settings
-const float threshold = 0.5;
+const float threshold = 0.6;
//
void fragment() {
vec4 tex = texture(TEXTURE , UV);
- COLOR.r = min(tex.r, threshold);
- COLOR.g = min(tex.g, threshold);
- COLOR.b = min(tex.b, threshold);
+ COLOR.rgb = min(tex.rgb, vec3(threshold));
COLOR.a = tex.a;
}
diff --git a/examples/lowpass.gdshader.uid b/examples/lowpass.gdshader.uid
new file mode 100644
index 0000000..80b19c7
--- /dev/null
+++ b/examples/lowpass.gdshader.uid
@@ -0,0 +1 @@
+uid://dn02xsjm1kok8
diff --git a/examples/mix.gdshader b/examples/mix.gdshader
deleted file mode 100644
index a043856..0000000
--- a/examples/mix.gdshader
+++ /dev/null
@@ -1,10 +0,0 @@
-shader_type canvas_item;
-
-//!load ./swamp.jpg
-
-//!load+ img2 ./overlay.jpg
-uniform sampler2D img2: repeat_enable, filter_nearest;
-
-void fragment() {
- COLOR = mix(COLOR, texture(img2, UV), .2);
-}
diff --git a/examples/multistep_distort.gdshader b/examples/multistep_distort.gdshader
new file mode 100644
index 0000000..fd7883e
--- /dev/null
+++ b/examples/multistep_distort.gdshader
@@ -0,0 +1,22 @@
+shader_type canvas_item;
+
+//!steps 9
+//!load ./images/swamp.jpg
+
+uniform int STEP;
+
+const float strength = 0.01;
+
+void fragment() {
+ float v;
+ if (STEP % 3 == 0) {
+ v = COLOR.r; // 3 times
+ } else if (STEP % 3 == 0) {
+ v = COLOR.g; // 3 times
+ } else {
+ v = COLOR.b; // 3 times
+ }
+ vec2 uv = UV;
+ uv.y -= v * strength;
+ COLOR = texture(TEXTURE, uv);
+}
diff --git a/examples/multistep_distort.gdshader.uid b/examples/multistep_distort.gdshader.uid
new file mode 100644
index 0000000..22efbc6
--- /dev/null
+++ b/examples/multistep_distort.gdshader.uid
@@ -0,0 +1 @@
+uid://c17u5jx7a7o81
diff --git a/examples/multistep_pixelsort.gdshader b/examples/multistep_pixelsort.gdshader
new file mode 100644
index 0000000..21ba1b6
--- /dev/null
+++ b/examples/multistep_pixelsort.gdshader
@@ -0,0 +1,20 @@
+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
new file mode 100644
index 0000000..47eaaf5
--- /dev/null
+++ b/examples/multistep_pixelsort.gdshader.uid
@@ -0,0 +1 @@
+uid://csk0fg4by651b
diff --git a/examples/oklab.gdshader b/examples/oklab.gdshader
new file mode 100644
index 0000000..08f46b5
--- /dev/null
+++ b/examples/oklab.gdshader
@@ -0,0 +1,12 @@
+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
new file mode 100644
index 0000000..87cef6b
--- /dev/null
+++ b/examples/oklab.gdshader.uid
@@ -0,0 +1 @@
+uid://cu37y8lc0x83
diff --git a/examples/overlay.jpg b/examples/overlay.jpg
deleted file mode 100644
index b305379..0000000
Binary files a/examples/overlay.jpg and /dev/null differ
diff --git a/examples/place_texture.gdshader b/examples/place_texture.gdshader
new file mode 100644
index 0000000..b0c50ca
--- /dev/null
+++ b/examples/place_texture.gdshader
@@ -0,0 +1,15 @@
+shader_type canvas_item;
+
+#include "./shaderlib/place_texture.gdshaderinc"
+#include "./shaderlib/common.gdshaderinc"
+
+//!load ./images/swamp.jpg
+//!load+ img2 ./images/grass.png
+
+uniform sampler2D img2: repeat_disable, filter_nearest;
+
+void fragment() {
+ vec4 grass = place_texture(img2, UV, TEXTURE_PIXEL_SIZE, vec2(0, .47), vec2(1));
+ grass.rgb += (vec3(0.02, 0.07, 0.1) - ((UV.y - .8) * 0.15)); // color correction
+ COLOR = alpha_blend(COLOR, grass);
+}
diff --git a/examples/place_texture.gdshader.uid b/examples/place_texture.gdshader.uid
new file mode 100644
index 0000000..8ced27b
--- /dev/null
+++ b/examples/place_texture.gdshader.uid
@@ -0,0 +1 @@
+uid://dybe4t5rbbkc6
diff --git a/examples/project.godot_ b/examples/project.godot_
new file mode 100644
index 0000000..5eff383
--- /dev/null
+++ b/examples/project.godot_
@@ -0,0 +1,15 @@
+; 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/rgb_uv_distort.gdshader b/examples/rgb_uv_distort.gdshader
deleted file mode 100644
index 1b65816..0000000
--- a/examples/rgb_uv_distort.gdshader
+++ /dev/null
@@ -1,13 +0,0 @@
-shader_type canvas_item;
-
-//!load ./swamp.jpg
-
-const float strength = 0.1;
-
-void fragment() {
- vec2 uv = UV;
- float b = (COLOR.r + COLOR.g + COLOR.b) / 3.0;
- uv.x = mix(uv.x, b, strength);
- uv.y = mix(uv.y, b, strength);
- COLOR = texture(TEXTURE, uv);
-}
diff --git a/examples/shaderlib b/examples/shaderlib
new file mode 120000
index 0000000..dedec01
--- /dev/null
+++ b/examples/shaderlib
@@ -0,0 +1 @@
+../shaderlib
\ No newline at end of file
diff --git a/examples/sobel.gdshader b/examples/sobel.gdshader
new file mode 100644
index 0000000..3a7a8b5
--- /dev/null
+++ b/examples/sobel.gdshader
@@ -0,0 +1,10 @@
+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
new file mode 100644
index 0000000..33b657a
--- /dev/null
+++ b/examples/sobel.gdshader.uid
@@ -0,0 +1 @@
+uid://h376mk1fq4ky
diff --git a/export_presets.cfg b/export_presets.cfg
index d1be5f0..79a474d 100644
--- a/export_presets.cfg
+++ b/export_presets.cfg
@@ -1,29 +1,31 @@
[preset.0]
name="Linux/X11"
-platform="Linux/X11"
+platform="Linux"
runnable=true
+advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
-exclude_filter=""
+exclude_filter="screenshot.png, examples/*, shaderlib/*, tools/*, build-template/*"
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
[preset.0.options]
custom_template/debug=""
-custom_template/release=""
+custom_template/release="./build-template/godot.linuxbsd.template_release.x86_64"
debug/export_console_wrapper=1
binary_format/embed_pck=true
-texture_format/bptc=true
-texture_format/s3tc=true
-texture_format/etc=false
-texture_format/etc2=false
+texture_format/s3tc_bptc=true
+texture_format/etc2_astc=false
binary_format/architecture="x86_64"
ssh_remote_deploy/enabled=false
ssh_remote_deploy/host="user@host_ip"
@@ -37,3 +39,7 @@ unzip -o -q \"{temp_dir}/{archive_name}\" -d \"{temp_dir}\"
ssh_remote_deploy/cleanup_script="#!/usr/bin/env bash
kill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\")
rm -rf \"{temp_dir}\""
+texture_format/bptc=true
+texture_format/s3tc=true
+texture_format/etc=false
+texture_format/etc2=false
diff --git a/project.godot b/project.godot
index cee024d..95da5af 100644
--- a/project.godot
+++ b/project.godot
@@ -11,23 +11,22 @@ config_version=5
[application]
config/name="Fragmented"
-config/version="v5.0"
-run/main_scene="res://scenes/main.tscn"
-config/features=PackedStringArray("4.3", "Mobile")
-run/low_processor_mode=true
-config/icon="res://icon.png"
+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"
[autoload]
-Globals="*res://src/Globals.gd"
+Filesystem="*res://src/Filesystem.gd"
+ShaderDirectiveParser="*res://src/ShaderDirectiveParser.gd"
[display]
-window/size/viewport_width=1280
-window/size/viewport_height=720
-window/size/mode=2
+window/size/viewport_width=640
+window/size/viewport_height=672
window/energy_saving/keep_screen_on=false
-window/vsync/vsync_mode=0
+window/subwindows/embed_subwindows=false
[editor_plugins]
@@ -71,4 +70,4 @@ 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, 0, 0, 1)
+environment/defaults/default_clear_color=Color(0.501961, 0.501961, 0.501961, 1)
diff --git a/scenes/main.tscn b/scenes/main.tscn
deleted file mode 100644
index 6792ecb..0000000
--- a/scenes/main.tscn
+++ /dev/null
@@ -1,211 +0,0 @@
-[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/ImageViewport.gd" id="2_hvo65"]
-[ext_resource type="Script" path="res://src/ImageViewportDisplay.gd" id="3_n4itb"]
-[ext_resource type="Shader" path="res://src/ui_background.gdshader" id="4_ty3qx"]
-[ext_resource type="Script" path="res://src/UIAppVersion.gd" id="5_o1ggv"]
-[ext_resource type="Script" path="res://src/Editor.gd" id="7_g8bap"]
-[ext_resource type="Script" path="res://src/Camera.gd" id="8_mls06"]
-
-[sub_resource type="ViewportTexture" id="ViewportTexture_lct1c"]
-viewport_path = NodePath("ImageViewport")
-
-[sub_resource type="ShaderMaterial" id="ShaderMaterial_onhxk"]
-shader = ExtResource("4_ty3qx")
-
-[node name="Main" type="Node2D"]
-script = ExtResource("1_2625y")
-
-[node name="ImageViewport" 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="ImageViewport"]
-unique_name_in_owner = true
-
-[node name="ImageViewportDisplay" type="Sprite2D" parent="."]
-unique_name_in_owner = true
-texture = SubResource("ViewportTexture_lct1c")
-script = ExtResource("3_n4itb")
-
-[node name="UI_Layer" type="CanvasLayer" parent="."]
-
-[node name="FokusStealer" type="Control" parent="UI_Layer"]
-layout_mode = 3
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-grow_horizontal = 2
-grow_vertical = 2
-focus_mode = 2
-
-[node name="UserInterfaceContainer" type="Control" parent="UI_Layer"]
-unique_name_in_owner = true
-layout_mode = 3
-anchor_right = 0.225
-anchor_bottom = 1.0
-offset_right = 288.0
-grow_horizontal = 2
-grow_vertical = 2
-
-[node name="Background" type="ColorRect" parent="UI_Layer/UserInterfaceContainer"]
-material = SubResource("ShaderMaterial_onhxk")
-layout_mode = 1
-anchors_preset = 15
-anchor_right = 1.0
-anchor_bottom = 1.0
-grow_horizontal = 2
-grow_vertical = 2
-focus_mode = 2
-color = Color(1, 1, 1, 0)
-
-[node name="AppName" type="Label" parent="UI_Layer/UserInterfaceContainer"]
-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="UI_Layer/UserInterfaceContainer"]
-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("5_o1ggv")
-
-[node name="Editor" type="Control" parent="UI_Layer/UserInterfaceContainer"]
-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 = -24.0
-grow_horizontal = 2
-grow_vertical = 2
-script = ExtResource("7_g8bap")
-
-[node name="OpenShaderDialog" type="FileDialog" parent="UI_Layer/UserInterfaceContainer/Editor"]
-unique_name_in_owner = true
-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="UI_Layer/UserInterfaceContainer/Editor"]
-unique_name_in_owner = true
-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="UI_Layer/UserInterfaceContainer/Editor"]
-unique_name_in_owner = true
-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="UI_Layer/UserInterfaceContainer/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="OpenShaderButton" type="Button" parent="UI_Layer/UserInterfaceContainer/Editor"]
-layout_mode = 1
-offset_right = 56.0
-offset_bottom = 32.0
-text = "Open"
-
-[node name="SaveShaderButton" type="Button" parent="UI_Layer/UserInterfaceContainer/Editor"]
-layout_mode = 1
-offset_left = 64.0
-offset_right = 120.0
-offset_bottom = 32.0
-text = "Save"
-
-[node name="ApplyShaderButton" type="Button" parent="UI_Layer/UserInterfaceContainer/Editor"]
-layout_mode = 1
-offset_left = 128.0
-offset_right = 216.0
-offset_bottom = 32.0
-text = "Apply (F5)"
-
-[node name="SaveImageButton" type="Button" parent="UI_Layer/UserInterfaceContainer/Editor"]
-layout_mode = 1
-anchors_preset = 1
-anchor_left = 1.0
-anchor_right = 1.0
-offset_left = -120.0
-offset_bottom = 32.0
-grow_horizontal = 0
-text = "Export Image"
-
-[node name="FitImageButton" type="Button" parent="UI_Layer/UserInterfaceContainer/Editor"]
-layout_mode = 1
-anchors_preset = 1
-anchor_left = 1.0
-anchor_right = 1.0
-offset_left = -216.0
-offset_right = -128.0
-offset_bottom = 32.0
-grow_horizontal = 0
-text = "Fit Image"
-
-[node name="Camera" type="Camera2D" parent="."]
-unique_name_in_owner = true
-script = ExtResource("8_mls06")
-
-[connection signal="file_selected" from="UI_Layer/UserInterfaceContainer/Editor/OpenShaderDialog" to="UI_Layer/UserInterfaceContainer/Editor" method="_on_open_shader_dialog_file_selected"]
-[connection signal="file_selected" from="UI_Layer/UserInterfaceContainer/Editor/SaveShaderDialog" to="UI_Layer/UserInterfaceContainer/Editor" method="_on_save_shader_dialog_file_selected"]
-[connection signal="file_selected" from="UI_Layer/UserInterfaceContainer/Editor/SaveImageDialog" to="." method="_on_save_image_dialog_file_selected"]
-[connection signal="code_completion_requested" from="UI_Layer/UserInterfaceContainer/Editor/CodeEdit" to="UI_Layer/UserInterfaceContainer/Editor" method="_on_code_edit_code_completion_requested"]
-[connection signal="pressed" from="UI_Layer/UserInterfaceContainer/Editor/OpenShaderButton" to="UI_Layer/UserInterfaceContainer/Editor" method="_on_open_shader_button_pressed"]
-[connection signal="pressed" from="UI_Layer/UserInterfaceContainer/Editor/SaveShaderButton" to="UI_Layer/UserInterfaceContainer/Editor" method="_on_save_shader_button_pressed"]
-[connection signal="pressed" from="UI_Layer/UserInterfaceContainer/Editor/ApplyShaderButton" to="UI_Layer/UserInterfaceContainer/Editor" method="_on_apply_shader_button_pressed"]
-[connection signal="pressed" from="UI_Layer/UserInterfaceContainer/Editor/SaveImageButton" to="." method="_on_save_image_button_pressed"]
-[connection signal="pressed" from="UI_Layer/UserInterfaceContainer/Editor/FitImageButton" to="Camera" method="_on_fit_image_button_pressed"]
diff --git a/screenshot.png b/screenshot.png
index 551bf4d..ce0ac8a 100644
Binary files a/screenshot.png and b/screenshot.png differ
diff --git a/shaderlib/blur.gdshaderinc b/shaderlib/blur.gdshaderinc
new file mode 100644
index 0000000..339256d
--- /dev/null
+++ b/shaderlib/blur.gdshaderinc
@@ -0,0 +1,32 @@
+
+/*
+ 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
new file mode 100644
index 0000000..d5c8dfd
--- /dev/null
+++ b/shaderlib/blur.gdshaderinc.uid
@@ -0,0 +1 @@
+uid://bjtljvcjcu6dr
diff --git a/shaderlib/common.gdshaderinc b/shaderlib/common.gdshaderinc
new file mode 100644
index 0000000..9352d6a
--- /dev/null
+++ b/shaderlib/common.gdshaderinc
@@ -0,0 +1,27 @@
+
+// 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
new file mode 100644
index 0000000..f43430d
--- /dev/null
+++ b/shaderlib/common.gdshaderinc.uid
@@ -0,0 +1 @@
+uid://764b6ekchgb8
diff --git a/shaderlib/denoise.gdshaderinc b/shaderlib/denoise.gdshaderinc
new file mode 100644
index 0000000..585104d
--- /dev/null
+++ b/shaderlib/denoise.gdshaderinc
@@ -0,0 +1,68 @@
+
+/*
+ glslSmartDenoise by Michele Morrone, adapted
+ original code: https://github.com/BrutPitt/glslSmartDeNoise
+ license of the original code:
+
+ BSD 2-Clause License
+
+ 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:
+
+ 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.
+
+ 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
+#define INV_PI 0.31830988618379067153776752674503
+
+vec4 smart_denoise(sampler2D tex, vec2 uv, float sigma, float kSigma, float threshold) {
+ float radius = round(kSigma*sigma);
+ float radQ = radius * radius;
+
+ float invSigmaQx2 = .5 / (sigma * sigma); // 1.0 / (sigma^2 * 2.0)
+ float invSigmaQx2PI = INV_PI * invSigmaQx2; // 1/(2 * PI * sigma^2)
+
+ float invThresholdSqx2 = .5 / (threshold * threshold); // 1.0 / (sigma^2 * 2.0)
+ float invThresholdSqrt2PI = INV_SQRT_OF_2PI / threshold; // 1.0 / (sqrt(2*PI) * sigma^2)
+
+ vec4 centrPx = texture(tex,uv);
+
+ float zBuff = 0.0;
+ vec4 aBuff = vec4(0.0);
+ vec2 size = vec2(textureSize(tex, 0));
+
+ for (float dx = -radius; dx <= radius; dx++) {
+ float pt = sqrt(radQ - dx * dx); // pt = yRadius: have circular trend
+ for (float dy = -pt; dy <= pt; dy++) {
+ vec2 d = vec2(dx, dy);
+ float blurFactor = exp( -dot(d, d) * invSigmaQx2 ) * invSigmaQx2PI;
+
+ vec4 walkPx = texture(tex,uv+d/size);
+ vec4 dC = walkPx-centrPx;
+ float deltaFactor = exp(-dot(dC, dC) * invThresholdSqx2) * invThresholdSqrt2PI * blurFactor;
+
+ zBuff += deltaFactor;
+ aBuff += deltaFactor*walkPx;
+ }
+ }
+ return aBuff/zBuff;
+}
diff --git a/shaderlib/denoise.gdshaderinc.uid b/shaderlib/denoise.gdshaderinc.uid
new file mode 100644
index 0000000..132a166
--- /dev/null
+++ b/shaderlib/denoise.gdshaderinc.uid
@@ -0,0 +1 @@
+uid://b7ksfifyyfcip
diff --git a/shaderlib/hsv.gdshaderinc b/shaderlib/hsv.gdshaderinc
new file mode 100644
index 0000000..2a7834d
--- /dev/null
+++ b/shaderlib/hsv.gdshaderinc
@@ -0,0 +1,27 @@
+
+/*
+ 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.
+*/
+
+// Convert RGB to HSV (hue, saturation, brightness)
+vec4 rgb2hsv(vec4 c) {
+ vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
+ vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
+ float d = q.x - min(q.w, q.y);
+ float e = 1.0e-10;
+ return vec4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, c.a);
+}
+
+// Convert HSV back to RGB (red, green, blue)
+vec4 hsv2rgb(vec4 c) {
+ vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
+ vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
+ 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);
+}
diff --git a/shaderlib/hsv.gdshaderinc.uid b/shaderlib/hsv.gdshaderinc.uid
new file mode 100644
index 0000000..771cc38
--- /dev/null
+++ b/shaderlib/hsv.gdshaderinc.uid
@@ -0,0 +1 @@
+uid://bbr3tq6mp5qa2
diff --git a/shaderlib/kuwahara.gdshaderinc b/shaderlib/kuwahara.gdshaderinc
new file mode 100644
index 0000000..ea6e22b
--- /dev/null
+++ b/shaderlib/kuwahara.gdshaderinc
@@ -0,0 +1,116 @@
+/*
+ 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
new file mode 100644
index 0000000..1ff911b
--- /dev/null
+++ b/shaderlib/kuwahara.gdshaderinc.uid
@@ -0,0 +1 @@
+uid://chqh2cni1qiuu
diff --git a/shaderlib/oklab.gdshaderinc b/shaderlib/oklab.gdshaderinc
new file mode 100644
index 0000000..5a456c7
--- /dev/null
+++ b/shaderlib/oklab.gdshaderinc
@@ -0,0 +1,70 @@
+
+/*
+ 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
new file mode 100644
index 0000000..7f0bf5f
--- /dev/null
+++ b/shaderlib/oklab.gdshaderinc.uid
@@ -0,0 +1 @@
+uid://ckw4nfslk4m6l
diff --git a/shaderlib/pixelate.gdshaderinc b/shaderlib/pixelate.gdshaderinc
new file mode 100644
index 0000000..d9b91f1
--- /dev/null
+++ b/shaderlib/pixelate.gdshaderinc
@@ -0,0 +1,14 @@
+
+// pixelate by lowering uv resolution
+vec4 pixelate(sampler2D tex, vec2 uv, float resolution_x) {
+ vec2 texture_size = vec2(textureSize(tex, 0));
+ vec2 ratio;
+ if (texture_size.x > texture_size.y) {
+ ratio = vec2(texture_size.x / texture_size.y, 1.0);
+ }
+ else {
+ ratio = vec2(1.0, texture_size.y / texture_size.x);
+ }
+ vec2 r = ratio * resolution_x;
+ return texture(tex, trunc(uv * r) / r);
+}
diff --git a/shaderlib/pixelate.gdshaderinc.uid b/shaderlib/pixelate.gdshaderinc.uid
new file mode 100644
index 0000000..a0a0d4d
--- /dev/null
+++ b/shaderlib/pixelate.gdshaderinc.uid
@@ -0,0 +1 @@
+uid://dpu5nneo5bgnq
diff --git a/shaderlib/pixelsort.gdshaderinc b/shaderlib/pixelsort.gdshaderinc
new file mode 100644
index 0000000..73ed5da
--- /dev/null
+++ b/shaderlib/pixelsort.gdshaderinc
@@ -0,0 +1,126 @@
+
+/*
+ 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
new file mode 100644
index 0000000..e02f48e
--- /dev/null
+++ b/shaderlib/pixelsort.gdshaderinc.uid
@@ -0,0 +1 @@
+uid://doefnwk3vyr0o
diff --git a/shaderlib/place_texture.gdshaderinc b/shaderlib/place_texture.gdshaderinc
new file mode 100644
index 0000000..af57cce
--- /dev/null
+++ b/shaderlib/place_texture.gdshaderinc
@@ -0,0 +1,21 @@
+
+/*
+ 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
+ vec2 pos = (uv - offset) / (texture_size*texture_pixel_size) / scale;
+ vec4 c = texture(sampler, pos);
+ // top-left bounds
+ vec2 a = offset;
+ // bottom-right bounds
+ vec2 b = offset + (texture_size*texture_pixel_size) * scale;
+ // check bounds
+ if (
+ a.x < uv.x && a.y < uv.y
+ && b.x > uv.x && b.y > uv.y
+ ) { return c; } // within bounds -> return color
+ return vec4(0); // not within bounds -> return transparency
+}
diff --git a/shaderlib/place_texture.gdshaderinc.uid b/shaderlib/place_texture.gdshaderinc.uid
new file mode 100644
index 0000000..f0b6f69
--- /dev/null
+++ b/shaderlib/place_texture.gdshaderinc.uid
@@ -0,0 +1 @@
+uid://51u2hjq62e5i
diff --git a/shaderlib/sobel.gdshaderinc b/shaderlib/sobel.gdshaderinc
new file mode 100644
index 0000000..dd665b3
--- /dev/null
+++ b/shaderlib/sobel.gdshaderinc
@@ -0,0 +1,50 @@
+
+/*
+ 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
new file mode 100644
index 0000000..5753e70
--- /dev/null
+++ b/shaderlib/sobel.gdshaderinc.uid
@@ -0,0 +1 @@
+uid://bqo1fpunnl05f
diff --git a/src/Camera.gd b/src/Camera.gd
index 1bc16f4..416e035 100644
--- a/src/Camera.gd
+++ b/src/Camera.gd
@@ -1,45 +1,50 @@
extends Camera2D
+@onready var image_viewport_display = %ImageViewportDisplay
+
var drag = false
-@onready var user_interface_container = %UserInterfaceContainer
-@onready var image_viewport = %ImageViewport
-@onready var image_viewport_display = %ImageViewportDisplay
-
func _input(event):
- if event.is_action_pressed("zoom_out") && !Globals.camera_freeze:
+ if event.is_action_pressed("zoom_out"):
zoom_out()
- elif event.is_action_pressed("zoom_in") && !Globals.camera_freeze:
+ elif event.is_action_pressed("zoom_in"):
zoom_in()
- if event.is_action_pressed("drag") && !Globals.camera_freeze:
- drag = true
+ if event.is_action_pressed("drag"):
+ self.drag = true
elif event.is_action_released("drag"):
- drag = false
- if drag && event is InputEventMouseMotion:
- global_position -= event.relative / zoom
+ self.drag = false
+ 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 image_viewport.image_original_tex != null:
- var ui_container_size = user_interface_container.size
- var image_size = image_viewport.image_original_tex.get_size()
+ if Filesystem.original_image != null:
+ var image_size = Filesystem.original_image.get_size()
var viewport_size = get_viewport_rect().size
- var zoomf = (viewport_size.x - ui_container_size.x) / image_size.x / 1.1
- if zoomf * image_size.y > viewport_size.y:
- zoomf = viewport_size.y / image_size.y / 1.1
- zoom = Vector2(zoomf, zoomf)
- global_position = Vector2(-((ui_container_size.x) / 2 / zoom.x), 0)
+ 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
+ self.zoom = Vector2(zoomf, zoomf)
+ self.global_position = Vector2(0, 0)
func zoom_in():
var old_mouse_pos = get_global_mouse_position()
- zoom *= 1.2
- global_position += old_mouse_pos - get_global_mouse_position()
- image_viewport_display.update_zoom_texture_filter(zoom)
+ self.zoom *= 1.2
+ self.global_position += old_mouse_pos - get_global_mouse_position()
func zoom_out():
var old_mouse_pos = get_global_mouse_position()
- zoom *= 1/1.2
- global_position += old_mouse_pos - get_global_mouse_position()
- image_viewport_display.update_zoom_texture_filter(zoom)
+ self.zoom *= 1/1.2
+ self.global_position += old_mouse_pos - get_global_mouse_position()
func _on_fit_image_button_pressed():
fit_image()
diff --git a/src/Camera.gd.uid b/src/Camera.gd.uid
new file mode 100644
index 0000000..f25b715
--- /dev/null
+++ b/src/Camera.gd.uid
@@ -0,0 +1 @@
+uid://b6r8rigubdctk
diff --git a/src/Editor.gd b/src/Editor.gd
deleted file mode 100644
index ae8ed61..0000000
--- a/src/Editor.gd
+++ /dev/null
@@ -1,228 +0,0 @@
-extends Control
-
-@onready var code_editor = %CodeEdit
-@onready var open_shader_dialog = %OpenShaderDialog
-@onready var save_shader_dialog = %SaveShaderDialog
-
-# # # # # # # # # # #
-# 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", "log", "exp2", "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",
- "MODEL_MATRIX", "CANVAS_MATRIX", "SCREEN_MATRIX",
- "INSTANCE_CUSTOM", "INSTANCE_ID",
- "VERTEX_ID",
- "AT_LIGHT_PASS",
- "TEXTURE_PIXEL_SIZE",
- "CUSTOM0", "CUSTOM1",
- "SHADOW_VERTEX", "LIGHT_VERTEX",
- "FRAGCOORD",
- "NORMAL", "NORMAL_MAP", "NORMAL_MAP_DEPTH",
- "TEXTURE", "NORMAL_TEXTURE",
- "SCREEN_UV", "SCREEN_PIXEL_SIZE",
- "POINT_COORD",
-]
-#
-# 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)
- code_editor.update_code_completion_options(true)
-#
-# # # # # # # # # # # #
-
-func _camera_freeze():
- Globals.camera_freeze = true
-
-func _camera_unfreeze():
- Globals.camera_freeze = false
-
-func _ready():
- code_editor.code_completion_enabled = true
- code_editor.syntax_highlighter = ShaderSyntaxHighlighter.new()
- for c in get_children():
- c.connect("mouse_entered", _camera_freeze)
- c.connect("mouse_exited", _camera_unfreeze)
- update()
-
-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_editor.text = Globals.shader.code
-
-func _on_open_shader_button_pressed():
- open_shader_dialog.show()
-
-func _on_save_shader_button_pressed():
- if Globals.last_shader_savepath == "":
- save_shader_dialog.current_file = "shader.gdshader"
- else:
- save_shader_dialog.current_path = Globals.last_shader_savepath
- save_shader_dialog.show()
-
-func _on_open_shader_dialog_file_selected(path: String):
- print("Load ", path)
- var file = FileAccess.open(path, FileAccess.READ)
- var shader_code = file.get_as_text()
- var shader = Shader.new()
- shader.code = shader_code
- Globals.shader = shader
- if "/" in path: # update current working directory
- Globals.cwd = path.substr(0, path.rfind("/"))
- Globals.target_viewport.update()
- update()
- Globals.last_shader_savepath = path
-
-func _on_save_shader_dialog_file_selected(path):
- print("Save ", path)
- var file = FileAccess.open(path, FileAccess.WRITE)
- var content = code_editor.text
- file.store_string(content)
- if "/" in path: # update current working directory
- Globals.cwd = path.substr(0, path.rfind("/"))
- Globals.last_shader_savepath = path
-
-func _on_apply_shader_button_pressed():
- var shader = Shader.new()
- shader.code = code_editor.text
- Globals.shader = shader
- Globals.target_viewport.update()
diff --git a/src/Filesystem.gd b/src/Filesystem.gd
new file mode 100644
index 0000000..cb1ac7d
--- /dev/null
+++ b/src/Filesystem.gd
@@ -0,0 +1,77 @@
+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)
+
+var original_image: ImageTexture
+
+var additional_images: Dictionary
+var result: Image
+
+var last_image_savepath = ""
+var last_original_image_path = ""
+
+func get_absolute_path(p: String) -> String:
+ # this only works on Linux!
+ if !p.begins_with("/"):
+ return self.cwd + "/" + p.lstrip("./")
+ 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:
+ self.last_image_savepath = path
+ self.last_original_image_path = path
+ return ""
+ return error_string(err) + " " + path
+
+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:
+ additional_images[key] = ImageTexture.create_from_image(img)
+ return ""
+ else:
+ return error_string(err) + " " + path
+
+func save_result(path: String):
+ print("Export ", path)
+ var err = self.result.save_png(path)
+ if err != OK:
+ print("An error occured!")
+ else:
+ self.last_image_savepath = path
+
+func store_last_opened_file():
+ var f = FileAccess.open("user://last_opened", FileAccess.WRITE)
+ if f != null:
+ f.store_pascal_string(shader_path)
+ 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()
diff --git a/src/Filesystem.gd.uid b/src/Filesystem.gd.uid
new file mode 100644
index 0000000..a89dcab
--- /dev/null
+++ b/src/Filesystem.gd.uid
@@ -0,0 +1 @@
+uid://rlb041ygdwol
diff --git a/src/Globals.gd b/src/Globals.gd
deleted file mode 100644
index 0351452..0000000
--- a/src/Globals.gd
+++ /dev/null
@@ -1,8 +0,0 @@
-extends Node
-
-var camera_freeze = false
-@onready var shader: Shader = load("res://src/shaders/empty.gdshader")
-var target_viewport: SubViewport
-var cwd = "."
-var last_image_savepath = ""
-var last_shader_savepath = ""
diff --git a/src/ImageCompositor.gd b/src/ImageCompositor.gd
new file mode 100644
index 0000000..9f3e95a
--- /dev/null
+++ b/src/ImageCompositor.gd
@@ -0,0 +1,123 @@
+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()
+
+@onready var camera = %Camera
+@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:
+ # Inject code to validate shader compilation
+ var shader_code = shader.code;
+ # -> get position of fragment shader
+ var fragment_function_match = _fragment_function_regex.search(shader.code)
+ if fragment_function_match == null:
+ return false
+ # -> inject uniform
+ var uniform_name = "shader_compilation_validate_" + str(randi_range(999999999, 100000000))
+ var uniform_code_line = "\nuniform bool " + uniform_name + ";\n"
+ shader_code = shader_code.insert(fragment_function_match.get_start(), uniform_code_line)
+ # -> inject variable access to prevent that the uniform gets optimized away
+ shader_code = shader_code.insert(fragment_function_match.get_end() + len(uniform_code_line), "\n" + uniform_name + ";\n")
+ # apply shader code
+ shader.code = shader_code
+ # 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 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
+ 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 fit_image = false
+ if original_image_path != Filesystem.last_original_image_path:
+ fit_image = true
+ var err = Filesystem.load_original_image(original_image_path)
+ if err != "":
+ errors.append(err)
+ image_viewport_display.hide()
+ return errors
+ # ... from //!load+ directives
+ Filesystem.clear_additional_images()
+ for n in ShaderDirectiveParser.parse_load_additional_directive(shader.code):
+ err = Filesystem.load_additional_image(n[1], Filesystem.get_absolute_path(n[2]))
+ if err != "":
+ errors.append(err)
+ if len(errors) > 0:
+ return errors
+ # apply textures
+ 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
+ # add images as shader parameters
+ for key in Filesystem.additional_images:
+ mat.set_shader_parameter(
+ key, # uniform param name
+ Filesystem.additional_images[key])
+ # 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)
+ # 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
+ # done
+ return errors
diff --git a/src/ImageCompositor.gd.uid b/src/ImageCompositor.gd.uid
new file mode 100644
index 0000000..2e55fae
--- /dev/null
+++ b/src/ImageCompositor.gd.uid
@@ -0,0 +1 @@
+uid://d106170kuigl3
diff --git a/src/ImageViewport.gd b/src/ImageViewport.gd
deleted file mode 100644
index 207d283..0000000
--- a/src/ImageViewport.gd
+++ /dev/null
@@ -1,71 +0,0 @@
-extends SubViewport
-
-@onready var camera = %Camera
-@onready var image_sprite = %ImageSprite
-
-var image_original_tex: ImageTexture
-var image_result: Image
-var load_regex: RegEx
-var load_additional_regex: RegEx
-var last_tex_path = ""
-
-func _ready():
- load_regex = RegEx.new()
- load_additional_regex = RegEx.new()
- load_regex.compile(r'\/\/!load\s(.*)')
- load_additional_regex.compile(r'\/\/!load\+\s(\w*)\s(.*)')
-
-func load_texture(path):
- print("Load ", path)
- var img = Image.new()
- var err = img.load(path)
- if err == OK:
- image_original_tex = ImageTexture.create_from_image(img)
- image_sprite.texture = image_original_tex
- image_sprite.offset = image_original_tex.get_size() / 2
- size = image_original_tex.get_size()
- else:
- print("An error occured!")
-
-func get_absolute_path(p: String) -> String:
- if !p.begins_with("/"):
- return Globals.cwd + "/" + p.lstrip("./")
- return p
-
-func update():
- # load images from //!load directive -> TEXTURE
- var regex_match = load_regex.search(Globals.shader.code)
- if regex_match == null: # Error!
- print("Didn't find any load directives!")
- return
- var tex_path = get_absolute_path(regex_match.strings[1])
- load_texture(tex_path) # load every time
- if tex_path != last_tex_path:
- camera.fit_image()
- last_tex_path = tex_path
- if Globals.last_image_savepath == "":
- Globals.last_image_savepath = tex_path
- image_sprite.texture = image_original_tex
- var mat = ShaderMaterial.new()
- mat.shader = Globals.shader
- # load images from //!load+ directives and apply them to
- # the material as shader parameters
- for m in load_additional_regex.search_all(Globals.shader.code):
- # this only works for Linux!
- var img_path = get_absolute_path(m.strings[2])
- #
- print("Load ", img_path)
- var u_image = Image.load_from_file(img_path)
- mat.set_shader_parameter(
- m.strings[1], # uniform param name
- ImageTexture.create_from_image(u_image))
- # assign material
- image_sprite.material = mat
- # Get viewport texture
- await RenderingServer.frame_post_draw # for good measure
- image_result = get_texture().get_image()
- image_sprite.material = null
- image_sprite.texture = ImageTexture.create_from_image(image_result)
-
-func get_result():
- return image_result
diff --git a/src/ImageViewportDisplay.gd b/src/ImageViewportDisplay.gd
index 9edcf83..7a9c827 100644
--- a/src/ImageViewportDisplay.gd
+++ b/src/ImageViewportDisplay.gd
@@ -1,5 +1,8 @@
extends Sprite2D
+func _ready() -> void:
+ hide()
+
func update_zoom_texture_filter(zoom: Vector2):
if zoom.x >= 1.5:
texture_filter = TEXTURE_FILTER_NEAREST_WITH_MIPMAPS
diff --git a/src/ImageViewportDisplay.gd.uid b/src/ImageViewportDisplay.gd.uid
new file mode 100644
index 0000000..dbde761
--- /dev/null
+++ b/src/ImageViewportDisplay.gd.uid
@@ -0,0 +1 @@
+uid://ctc4lhbdsoq7u
diff --git a/src/Main.gd b/src/Main.gd
index 42be43b..dcf32b3 100644
--- a/src/Main.gd
+++ b/src/Main.gd
@@ -1,22 +1,126 @@
-extends Node2D
+extends Node
-@onready var image_viewport = %ImageViewport
-@onready var ui_control_filesave = %SaveImageDialog
+const BATCH_MODE_SUPPORTED_EXTS = [
+ ".bmp", ".dds", ".exr", ".hdr", ".jpeg", ".jpg", ".ktx", ".png", ".svg", ".webp"
+]
+@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():
+ update_title()
+ # Load last opened file
+ Filesystem.remember_last_opened_file()
+ %MainUI._on_apply_shader_button_pressed()
func _ready():
- DisplayServer.window_set_min_size(Vector2i(900, 500))
- Globals.target_viewport = image_viewport
-
-func _on_save_image_button_pressed():
- if image_viewport.get_result() != null:
- ui_control_filesave.current_path = Globals.last_image_savepath
- ui_control_filesave.show()
-
-func _on_save_image_dialog_file_selected(path):
- print("Export ", path)
- var err = image_viewport.get_result().save_png(path)
- if err != OK:
- print("An error occured!")
+ var args = OS.get_cmdline_args()
+ if len(args) > 0 and args[0] in ["apply", "help"]:
+ # use the commandline interface
+ cli(args)
else:
- Globals.last_image_savepath = path
+ prepare_gui()
+
+func update_title(current_file: String = ""):
+ if current_file == "":
+ get_window().title = app_name + " - Viewer"
+ else:
+ get_window().title = current_file + " - " + app_name + " - Viewer"
diff --git a/src/Main.gd.uid b/src/Main.gd.uid
new file mode 100644
index 0000000..2f9a508
--- /dev/null
+++ b/src/Main.gd.uid
@@ -0,0 +1 @@
+uid://5sbslwysin5a
diff --git a/src/MainUI.gd b/src/MainUI.gd
new file mode 100644
index 0000000..8a62ff1
--- /dev/null
+++ b/src/MainUI.gd
@@ -0,0 +1,100 @@
+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
new file mode 100644
index 0000000..0077ccd
--- /dev/null
+++ b/src/MainUI.gd.uid
@@ -0,0 +1 @@
+uid://bxgmf2ny7yuc8
diff --git a/src/ShaderDirectiveParser.gd b/src/ShaderDirectiveParser.gd
new file mode 100644
index 0000000..c06dc70
--- /dev/null
+++ b/src/ShaderDirectiveParser.gd
@@ -0,0 +1,24 @@
+extends Node
+
+var _load_regex: RegEx = RegEx.create_from_string(r'\/\/!load\s(.*)')
+var _load_additional_regex: RegEx = RegEx.create_from_string(r'\/\/!load\+\s(\w*)\s(.*)')
+var _iterate_regex: RegEx = RegEx.create_from_string(r'\/\/!steps\s([0-9]+)\s*')
+
+func parse_load_directive(shader_code: String) -> PackedStringArray:
+ var regex_match = self._load_regex.search(shader_code)
+ if regex_match == null:
+ return []
+ return regex_match.strings
+
+func parse_load_additional_directive(shader_code: String) -> Array[PackedStringArray]:
+ var results : Array[PackedStringArray] = []
+ for m in self._load_additional_regex.search_all(shader_code):
+ results.append(m.strings)
+ return results
+
+func parse_steps_directive(shader_code: String) -> int:
+ var regex_match = self._iterate_regex.search(shader_code)
+ if regex_match == null:
+ return 1
+ else:
+ return max(0, int(regex_match.strings[1]))
diff --git a/src/ShaderDirectiveParser.gd.uid b/src/ShaderDirectiveParser.gd.uid
new file mode 100644
index 0000000..59f7f0e
--- /dev/null
+++ b/src/ShaderDirectiveParser.gd.uid
@@ -0,0 +1 @@
+uid://dw8bep14j4j3w
diff --git a/src/UIAppVersion.gd b/src/UIAppVersion.gd
deleted file mode 100644
index 60fe35a..0000000
--- a/src/UIAppVersion.gd
+++ /dev/null
@@ -1,4 +0,0 @@
-extends Label
-
-func _ready():
- text = ProjectSettings.get_setting("application/config/version")
diff --git a/src/VersionLabel.gd b/src/VersionLabel.gd
new file mode 100644
index 0000000..c3c07e7
--- /dev/null
+++ b/src/VersionLabel.gd
@@ -0,0 +1,8 @@
+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
new file mode 100644
index 0000000..e731c41
--- /dev/null
+++ b/src/VersionLabel.gd.uid
@@ -0,0 +1 @@
+uid://bh0gpu3i2p47f
diff --git a/src/assets/bg.png b/src/assets/bg.png
new file mode 100644
index 0000000..fb67c19
Binary files /dev/null and b/src/assets/bg.png differ
diff --git a/examples/overlay.jpg.import b/src/assets/bg.png.import
similarity index 69%
rename from examples/overlay.jpg.import
rename to src/assets/bg.png.import
index 7d189f0..e61ed86 100644
--- a/examples/overlay.jpg.import
+++ b/src/assets/bg.png.import
@@ -2,16 +2,16 @@
importer="texture"
type="CompressedTexture2D"
-uid="uid://8101nnc8cx4o"
-path="res://.godot/imported/overlay.jpg-b6d13e0def59877969c9eda02fa4244e.ctex"
+uid="uid://d2nwchyd6huob"
+path="res://.godot/imported/bg.png-7c8713dd1fab321784216191fa747e53.ctex"
metadata={
"vram_texture": false
}
[deps]
-source_file="res://examples/overlay.jpg"
-dest_files=["res://.godot/imported/overlay.jpg-b6d13e0def59877969c9eda02fa4244e.ctex"]
+source_file="res://src/assets/bg.png"
+dest_files=["res://.godot/imported/bg.png-7c8713dd1fab321784216191fa747e53.ctex"]
[params]
diff --git a/src/assets/error.svg b/src/assets/error.svg
new file mode 100644
index 0000000..af2f066
--- /dev/null
+++ b/src/assets/error.svg
@@ -0,0 +1,80 @@
+
+
+
+
diff --git a/src/assets/error.svg.import b/src/assets/error.svg.import
new file mode 100644
index 0000000..368b3a5
--- /dev/null
+++ b/src/assets/error.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://04iv1gogpuhu"
+path="res://.godot/imported/error.svg-28fb29635cf59d39cabf7052619f602f.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://src/assets/error.svg"
+dest_files=["res://.godot/imported/error.svg-28fb29635cf59d39cabf7052619f602f.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
+svg/scale=2.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/icon.png b/src/assets/icon.png
similarity index 100%
rename from icon.png
rename to src/assets/icon.png
diff --git a/icon.png.import b/src/assets/icon.png.import
similarity index 73%
rename from icon.png.import
rename to src/assets/icon.png.import
index a0840e4..d1a6196 100644
--- a/icon.png.import
+++ b/src/assets/icon.png.import
@@ -3,15 +3,15 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://kqwc4avs2xdp"
-path="res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"
+path="res://.godot/imported/icon.png-d8298ab6eda392a806be6bb7eec65b9c.ctex"
metadata={
"vram_texture": false
}
[deps]
-source_file="res://icon.png"
-dest_files=["res://.godot/imported/icon.png-487276ed1e3a0c39cad0279d744ee560.ctex"]
+source_file="res://src/assets/icon.png"
+dest_files=["res://.godot/imported/icon.png-d8298ab6eda392a806be6bb7eec65b9c.ctex"]
[params]
diff --git a/src/assets/okay.svg b/src/assets/okay.svg
new file mode 100644
index 0000000..5668fe8
--- /dev/null
+++ b/src/assets/okay.svg
@@ -0,0 +1,81 @@
+
+
+
+
diff --git a/src/assets/okay.svg.import b/src/assets/okay.svg.import
new file mode 100644
index 0000000..e1631da
--- /dev/null
+++ b/src/assets/okay.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://m1omb6g45vst"
+path="res://.godot/imported/okay.svg-de66a022ef37753b085371b7c60aefd1.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://src/assets/okay.svg"
+dest_files=["res://.godot/imported/okay.svg-de66a022ef37753b085371b7c60aefd1.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
+svg/scale=2.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/src/scenes/main.tscn b/src/scenes/main.tscn
new file mode 100644
index 0000000..14b19bd
--- /dev/null
+++ b/src/scenes/main.tscn
@@ -0,0 +1,194 @@
+[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
new file mode 100644
index 0000000..78bfe77
--- /dev/null
+++ b/src/shader/ivd_outline.gdshader
@@ -0,0 +1,16 @@
+shader_type canvas_item;
+
+uniform vec2 zoom_level = vec2(1.0);
+const float thickness = 3.0;
+
+void fragment() {
+ vec2 t = thickness * TEXTURE_PIXEL_SIZE / zoom_level;
+ if (
+ UV.x < t.x ||
+ UV.y < t.y ||
+ UV.x > 1.0-t.x ||
+ UV.y > 1.0-t.y
+ ) {
+ COLOR = mix(COLOR, vec4(0.5), 0.5);
+ }
+}
diff --git a/src/shader/ivd_outline.gdshader.uid b/src/shader/ivd_outline.gdshader.uid
new file mode 100644
index 0000000..b42ac31
--- /dev/null
+++ b/src/shader/ivd_outline.gdshader.uid
@@ -0,0 +1 @@
+uid://ctk7jomfyx0fh
diff --git a/src/shaders/empty.gdshader b/src/shaders/empty.gdshader
deleted file mode 100644
index be6c5cc..0000000
--- a/src/shaders/empty.gdshader
+++ /dev/null
@@ -1,7 +0,0 @@
-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
new file mode 100644
index 0000000..782d3e9
--- /dev/null
+++ b/src/theme.tres
@@ -0,0 +1,57 @@
+[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/src/ui_background.gdshader b/src/ui_background.gdshader
deleted file mode 100644
index 400d329..0000000
--- a/src/ui_background.gdshader
+++ /dev/null
@@ -1,17 +0,0 @@
-shader_type canvas_item;
-
-uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, repeat_disable, filter_linear_mipmap_anisotropic;
-
-float rand(vec2 uv) {
- return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123);
-}
-
-void fragment() {
- vec2 new_uv;
- new_uv.x = mix(SCREEN_UV.x, rand(UV), 0.2);
- new_uv.y = mix(SCREEN_UV.y, rand(UV), 0.2);
- new_uv.x = mix(new_uv.x, rand(UV), -0.2);
- new_uv.y = mix(new_uv.y, rand(UV), -0.2);
- COLOR.rgb = clamp(textureLod(SCREEN_TEXTURE, new_uv, 10.0).rgb, 0.05, 0.7);
- COLOR.a = 1.0;
-}
diff --git a/tools/get_version.gd b/tools/get_version.gd
new file mode 100644
index 0000000..8384f1b
--- /dev/null
+++ b/tools/get_version.gd
@@ -0,0 +1,7 @@
+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
new file mode 100644
index 0000000..e14829d
--- /dev/null
+++ b/tools/get_version.gd.uid
@@ -0,0 +1 @@
+uid://cdhqbascy6pvy