Release/v6 #27

Merged
ChaoticByte merged 20 commits from release/v6 into main 2025-01-01 20:57:15 +00:00
38 changed files with 1004 additions and 401 deletions

2
.gitignore vendored
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@ -13,6 +13,8 @@ data_*/
mono_crash.*.json
# Builds
*.x86_64
godot.*.template_release.*
dist/*
!dist/.gitkeep

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@ -27,21 +27,28 @@ The image file will be read and available as the `TEXTURE` variable.
#### Load additional images
```glsl
//!load <name> <filepath>
//!load+ <name> <filepath>
uniform sampler2D <name>;
```
Have a look at the `mix.gdshader` example:
Have a look at the `place_texture.gdshader` example.
## 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;
#include "res://shaderlib/hsv.gdshaderinc"
//!load ./swamp.jpg
//!load+ img2 ./overlay.jpg
uniform sampler2D img2: repeat_enable, filter_nearest;
void fragment() {
COLOR = mix(COLOR, texture(img2, UV), .2);
COLOR = hsv_offset(COLOR, 0.32, 0.2, 0.0);
}
```

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@ -0,0 +1,21 @@
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 build-essential scons pkg-config libx11-dev libxcursor-dev libxinerama-dev libgl1-mesa-dev libglu1-mesa-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev libwayland-dev
RUN DEBIAN_FRONTEND=noninteractive apt-get install -yq git
FROM os-base AS clone-src
RUN git clone https://github.com/godotengine/godot.git -b 4.3-stable /godot-src
FROM clone-src
WORKDIR /godot-src
ENTRYPOINT scons platform=linuxbsd target=template_release lto=full optimize=size disable_3d=yes module_text_server_adv_enabled=no module_text_server_fb_enabled=yes module_basis_universal_enabled=no module_csg_enabled=no module_dds_enabled=no module_enet_enabled=no module_gridmap_enabled=no module_hdr_enabled=no module_jsonrpc_enabled=no module_ktx_enabled=no module_mbedtls_enabled=no module_meshoptimizer_enabled=no module_minimp3_enabled=no module_mobile_vr_enabled=no module_msdfgen_enabled=no module_multiplayer_enabled=no module_navigation_enabled=no module_ogg_enabled=no module_openxr_enabled=no module_raycast_enabled=no module_squish_enabled=no module_svg_enabled=no module_tga_enabled=no module_theora_enabled=no module_tinyexr_enabled=no module_upnp_enabled=no module_vhacd_enabled=no module_vorbis_enabled=no module_webrtc_enabled=no module_websocket_enabled=no module_webxr_enabled=no module_zip_enabled=no arch=x86_64 && strip bin/godot.linuxbsd.template_release.x86_64

29
build-template/build.sh Executable file
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@ -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

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@ -1,5 +1,5 @@
# Example Images
- swamp.jpg by [clfr21](https://pixabay.com/de/users/clfr21-6530007/)
- overlay.jpg by [Humusak](https://pixabay.com/de/users/humusak-137455/)
- 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/)

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@ -0,0 +1,9 @@
shader_type canvas_item;
#include "res://shaderlib/hsv.gdshaderinc"
//!load ./swamp.jpg
void fragment() {
COLOR = hsv_multiply(hsv_offset(COLOR, -0.3, 0.9, 0.0), 1.0, 0.44, 1.0);
}

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@ -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);
}

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shader_type canvas_item;
#include "res://shaderlib/transform.gdshaderinc"
#include "res://shaderlib/transparency.gdshaderinc"
//!load ./swamp.jpg
//!load+ img2 ./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);
}

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@ -1,29 +1,29 @@
[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/*"
export_path="dist/Fragmented.x86_64"
encryption_include_filters=""
encryption_exclude_filters=""
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 +37,7 @@ 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

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@ -11,22 +11,23 @@ config_version=5
[application]
config/name="Fragmented"
config/version="v5.0"
config/version="v6.0"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.3", "Mobile")
run/low_processor_mode=true
config/icon="res://icon.png"
config/icon="res://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=704
window/size/viewport_height=704
window/energy_saving/keep_screen_on=false
window/subwindows/embed_subwindows=false
window/vsync/vsync_mode=0
[editor_plugins]

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@ -1,23 +1,24 @@
[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/Compositor.gd" id="2_hvo65"]
[ext_resource type="Shader" path="res://src/shader/ivd_outline.gdshader" id="3_6xihe"]
[ext_resource type="Script" path="res://src/ImageViewportDisplay.gd" id="3_n4itb"]
[ext_resource type="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/UIWindow.gd" id="6_8k0ha"]
[ext_resource type="PackedScene" uid="uid://btgits2mfup0h" path="res://scenes/ui_container.tscn" id="7_5ci0e"]
[ext_resource type="Script" path="res://src/Camera.gd" id="8_mls06"]
[sub_resource type="ViewportTexture" id="ViewportTexture_lct1c"]
viewport_path = NodePath("ImageViewport")
[sub_resource type="ShaderMaterial" id="ShaderMaterial_y2ea0"]
shader = ExtResource("3_6xihe")
shader_parameter/zoom_level = Vector2(1, 1)
[sub_resource type="ShaderMaterial" id="ShaderMaterial_onhxk"]
shader = ExtResource("4_ty3qx")
[sub_resource type="ViewportTexture" id="ViewportTexture_lct1c"]
viewport_path = NodePath("Compositor")
[node name="Main" type="Node2D"]
script = ExtResource("1_2625y")
[node name="ImageViewport" type="SubViewport" parent="."]
[node name="Compositor" type="SubViewport" parent="."]
unique_name_in_owner = true
disable_3d = true
transparent_bg = true
@ -25,187 +26,27 @@ canvas_item_default_texture_filter = 0
render_target_update_mode = 4
script = ExtResource("2_hvo65")
[node name="ImageSprite" type="Sprite2D" parent="ImageViewport"]
[node name="ImageSprite" type="Sprite2D" parent="Compositor"]
unique_name_in_owner = true
[node name="ImageViewportDisplay" type="Sprite2D" parent="."]
unique_name_in_owner = true
material = SubResource("ShaderMaterial_y2ea0")
texture = SubResource("ViewportTexture_lct1c")
script = ExtResource("3_n4itb")
[node name="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"]
[node name="EditorWindow" type="Window" parent="."]
unique_name_in_owner = true
disable_3d = true
position = Vector2i(48, 80)
size = Vector2i(704, 704)
script = ExtResource("6_8k0ha")
[node name="UserInterfaceContainer" parent="EditorWindow" instance=ExtResource("7_5ci0e")]
unique_name_in_owner = true
[connection signal="close_requested" from="EditorWindow" to="EditorWindow" method="_on_close_requested"]

202
scenes/ui_container.tscn Normal file
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@ -0,0 +1,202 @@
[gd_scene load_steps=3 format=3 uid="uid://btgits2mfup0h"]
[ext_resource type="Script" path="res://src/UIAppVersion.gd" id="1_5qvnb"]
[ext_resource type="Script" path="res://src/Editor.gd" id="2_haub5"]
[node name="UserInterfaceContainer" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="AppName" type="Label" parent="."]
layout_mode = 0
offset_left = 24.0
offset_top = 16.0
offset_right = 208.0
offset_bottom = 48.0
theme_override_font_sizes/font_size = 20
text = "Fragmented"
vertical_alignment = 2
[node name="AppVersion" type="Label" parent="."]
layout_mode = 0
offset_left = 152.0
offset_top = 17.0
offset_right = 208.0
offset_bottom = 47.0
theme_override_font_sizes/font_size = 14
text = "v0
"
vertical_alignment = 2
script = ExtResource("1_5qvnb")
[node name="Editor" type="Control" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 24.0
offset_top = 64.0
offset_right = -24.0
offset_bottom = -16.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("2_haub5")
[node name="OpenShaderDialog" type="FileDialog" parent="Editor"]
unique_name_in_owner = true
auto_translate_mode = 1
title = "Load Shader"
size = Vector2i(521, 175)
ok_button_text = "Open"
mode_overrides_title = false
file_mode = 0
access = 2
filters = PackedStringArray("*.gdshader")
use_native_dialog = true
[node name="SaveShaderDialog" type="FileDialog" parent="Editor"]
unique_name_in_owner = true
auto_translate_mode = 1
title = "Save Shader"
size = Vector2i(661, 175)
ok_button_text = "Save"
mode_overrides_title = false
access = 2
filters = PackedStringArray("*.gdshader")
use_native_dialog = true
[node name="SaveImageDialog" type="FileDialog" parent="Editor"]
unique_name_in_owner = true
auto_translate_mode = 1
title = "Export Image"
size = Vector2i(661, 175)
ok_button_text = "Save"
mode_overrides_title = false
access = 2
filters = PackedStringArray("*.png")
use_native_dialog = true
[node name="CodeEdit" type="CodeEdit" parent="Editor"]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_top = 48.0
grow_horizontal = 2
grow_vertical = 2
theme_override_font_sizes/font_size = 14
placeholder_text = "// Test"
wrap_mode = 1
minimap_draw = true
minimap_width = 40
caret_blink = true
draw_control_chars = true
draw_tabs = true
draw_spaces = true
line_length_guidelines = Array[int]([80])
gutters_draw_line_numbers = true
code_completion_enabled = true
indent_automatic = true
auto_brace_completion_enabled = true
auto_brace_completion_highlight_matching = true
[node name="NewShaderButton" type="Button" parent="Editor"]
layout_mode = 1
offset_right = 48.0
offset_bottom = 32.0
text = "New"
[node name="OpenShaderButton" type="Button" parent="Editor"]
layout_mode = 1
offset_left = 56.0
offset_right = 112.0
offset_bottom = 32.0
text = "Open"
[node name="SaveShaderButton" type="Button" parent="Editor"]
layout_mode = 1
offset_left = 120.0
offset_top = -1.0
offset_right = 176.0
offset_bottom = 31.0
text = "Save"
[node name="SaveShaderAsButton" type="Button" parent="Editor"]
layout_mode = 1
offset_left = 184.0
offset_right = 263.0
offset_bottom = 32.0
text = "Save As"
[node name="SaveImageButton" type="Button" parent="Editor"]
layout_mode = 1
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -72.0
offset_bottom = 32.0
grow_horizontal = 0
text = "Export"
[node name="FitImageButton" type="Button" parent="Editor"]
layout_mode = 1
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -128.0
offset_right = -80.0
offset_bottom = 32.0
grow_horizontal = 0
text = "Fit"
[node name="ApplyShaderButton" type="Button" parent="Editor"]
layout_mode = 1
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -232.0
offset_right = -136.0
offset_bottom = 31.0
grow_horizontal = 0
text = "Apply (F5)"
[node name="StatusIndicator" type="TextureButton" parent="Editor"]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -76.0
offset_top = 56.0
offset_right = -56.0
offset_bottom = 76.0
grow_horizontal = 0
disabled = true
ignore_texture_size = true
stretch_mode = 0
[node name="ErrorMessageDialog" type="AcceptDialog" parent="Editor"]
unique_name_in_owner = true
title = "Status"
initial_position = 2
size = Vector2i(256, 128)
popup_window = true
ok_button_text = "Close"
[connection signal="file_selected" from="Editor/OpenShaderDialog" to="Editor" method="_on_open_shader_dialog_file_selected"]
[connection signal="file_selected" from="Editor/SaveShaderDialog" to="Editor" method="_on_save_shader_dialog_file_selected"]
[connection signal="file_selected" from="Editor/SaveImageDialog" to="Editor" method="_on_save_image_dialog_file_selected"]
[connection signal="code_completion_requested" from="Editor/CodeEdit" to="Editor" method="_on_code_edit_code_completion_requested"]
[connection signal="pressed" from="Editor/NewShaderButton" to="Editor" method="_on_new_shader_button_pressed"]
[connection signal="pressed" from="Editor/OpenShaderButton" to="Editor" method="_on_open_shader_button_pressed"]
[connection signal="pressed" from="Editor/SaveShaderButton" to="Editor" method="_on_save_shader_button_pressed"]
[connection signal="pressed" from="Editor/SaveShaderAsButton" to="Editor" method="_on_save_shader_as_button_pressed"]
[connection signal="pressed" from="Editor/SaveImageButton" to="Editor" method="_on_save_image_button_pressed"]
[connection signal="pressed" from="Editor/FitImageButton" to="Editor" method="_on_fit_image_button_pressed"]
[connection signal="pressed" from="Editor/ApplyShaderButton" to="Editor" method="_on_apply_shader_button_pressed"]
[connection signal="pressed" from="Editor/StatusIndicator" to="Editor" method="_on_status_indicator_pressed"]

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50
shaderlib/hsv.gdshaderinc Normal file
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@ -0,0 +1,50 @@
// rgb2hsv and hsv2rgb functions adapted
// from https://godotshaders.com/shader/hsv-adjustment/
// original code by https://godotshaders.com/author/al1-ce/
// Convert RGB to HSV (hue, saturation, brightness)
vec4 rgb2hsv(vec4 c) {
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);
}
// Offset the hue, saturation and brightness of a RGB color
vec4 hsv_offset(
vec4 rgba,
float offset_hue,
float offset_saturation,
float offset_brightness
) {
vec4 c = rgb2hsv(rgba);
c.x += offset_hue;
c.y += offset_saturation;
c.z += offset_brightness;
return hsv2rgb(c);
}
// Multiply the hue, saturation and brightness of a RGB color
vec4 hsv_multiply(
vec4 rgba,
float mult_hue,
float mult_saturation,
float mult_brightness
) {
vec4 c = rgb2hsv(rgba);
c.x *= mult_hue;
c.y *= mult_saturation;
c.z *= mult_brightness;
return hsv2rgb(c);
}

View file

@ -0,0 +1,19 @@
// 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
}

View file

@ -0,0 +1,8 @@
// Alpha Blending a over b after Bruce A. Wallace
// source: https://en.wikipedia.org/wiki/Alpha_compositing
vec4 alpha_blend(vec4 b, vec4 a) {
float alpha = a.a + (b.a * (1.0 - a.a));
vec3 col = ((a.rgb*a.a) + ((b.rgb*b.a) * (1.0 - a.a)) / alpha);
return vec4(col.r, col.g, col.b, alpha);
}

View file

@ -2,44 +2,45 @@ extends Camera2D
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
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
var zoomf = viewport_size.x / image_size.x / 1.1
if zoomf * image_size.y > viewport_size.y:
zoomf = viewport_size.y / image_size.y / 1.1
zoom = Vector2(zoomf, zoomf)
global_position = Vector2(-((ui_container_size.x) / 2 / zoom.x), 0)
self.zoom = Vector2(zoomf, zoomf)
self.global_position = Vector2(0, 0)
func update_vd_zoomlevel():
image_viewport_display.update_zoom_texture_filter(self.zoom)
image_viewport_display.material.set_shader_parameter("zoom_level", self.zoom)
func zoom_in():
var old_mouse_pos = get_global_mouse_position()
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()
update_vd_zoomlevel()
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()
update_vd_zoomlevel()
func _on_fit_image_button_pressed():
fit_image()

82
src/Compositor.gd Normal file
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@ -0,0 +1,82 @@
extends SubViewport
@onready var camera = %Camera
@onready var image_sprite = %ImageSprite
@onready var image_viewport_display = %ImageViewportDisplay
var _fragment_function_regex: RegEx
func _init():
_fragment_function_regex = RegEx.new()
_fragment_function_regex.compile(r'\s*void\s+fragment\s*\(\s*\)\s*{\s*')
func validate_shader_compilation() -> bool:
# Inject code to validate shader compilation
var shader: Shader = Filesystem.shader.duplicate()
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 update() -> Array: # returns error messages (strings)
if not validate_shader_compilation():
return ["Shader compilation failed!"]
var errors = []
var fit_image = false
# load texture(s)
Filesystem.clear_additional_images()
# ... from //!load directive -> TEXTURE
var m = ShaderDirectiveParser.parse_load_directive(Filesystem.shader)
if len(m) < 1:
errors.append("Didn't find a load directive!")
return errors
var original_image_path = Filesystem.get_absolute_path(m[1])
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
for n in ShaderDirectiveParser.parse_load_additional_directive(Filesystem.shader):
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()
var mat = ShaderMaterial.new()
mat.shader = Filesystem.shader
# ... 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
# Get viewport texture
await RenderingServer.frame_post_draw # for good measure
Filesystem.result = get_texture().get_image()
image_sprite.material = null
image_sprite.texture = ImageTexture.create_from_image(Filesystem.result)
if fit_image:
camera.fit_image()
camera.update_vd_zoomlevel()
image_viewport_display.show()
# done
return errors

View file

@ -1,8 +1,22 @@
extends Control
@onready var code_editor = %CodeEdit
@onready var open_shader_dialog = %OpenShaderDialog
@onready var save_shader_dialog = %SaveShaderDialog
@onready var ui_control_filesave = %SaveImageDialog
@onready var status_indicator = %StatusIndicator
@onready var error_msg_dialog = %ErrorMessageDialog
@onready var main = get_tree().root.get_node("Main")
@onready var compositor = main.get_node("%Compositor")
@onready var camera = main.get_node("%Camera")
#
var status_okay_texture: CompressedTexture2D = preload("uid://m1omb6g45vst")
var status_error_texture: CompressedTexture2D = preload("uid://04iv1gogpuhu")
# # # # # # # # # # #
# GDShader keywords #
@ -62,7 +76,7 @@ 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",
"pow", "exp", "exp2", "log", "log2", "sqrt", "inversesqrt",
"abs", "sign", "floor", "trunc", "round", "roundEven", "ceil", "fract",
"mod", "modf", "min", "max", "clamp",
"mix", "step", "smoothstep",
@ -98,19 +112,26 @@ const gdshader_builtins = [
"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",
"TEXTURE",
"POINT_COORD",
"SPECULAR_SHININESS"
]
# shaderlib
var shaderlib_regex = {
"hsv": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/hsv\.gdshaderinc\"'),
"transform": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/transform\.gdshaderinc\"'),
"transparency": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/transparency\.gdshaderinc\"')
}
const shaderlib_functions = {
"hsv": ["rgb2hsv", "hsv2rgb", "hsv_offset", "hsv_multiply"],
"transform": ["place_texture"],
"transparency": ["alpha_blend"],
}
#
# configure Highlighter
#
@ -161,23 +182,23 @@ func _on_code_edit_code_completion_requested():
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)
# shaderlib #
var shader_code = code_editor.text
for key in shaderlib_regex:
if shaderlib_regex[key].search(shader_code) != null:
if key in shaderlib_functions:
for k in shaderlib_functions[key]:
code_editor.code_completion_prefixes.append(k)
code_editor.add_code_completion_option(CodeEdit.KIND_FUNCTION, k, k+"(", Color.INDIAN_RED)
# # # # # # #
code_editor.update_code_completion_options(true)
#
# # # # # # # # # # # #
func _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()
self.update_code_edit()
func _input(event):
if event.is_action_pressed("apply_shader"):
@ -186,43 +207,84 @@ func _input(event):
accept_event() # Event is now handled.
_on_save_shader_button_pressed()
func update():
code_editor.text = Globals.shader.code
func update_code_edit():
code_editor.text = Filesystem.shader.code
enum Status {OKAY, ERROR, UNKNOWN = -1}
func update_status(status: Status, msg: String = ""):
error_msg_dialog.dialog_text = msg
error_msg_dialog.reset_size()
if status == Status.OKAY:
status_indicator.texture_normal = status_okay_texture
elif status == Status.ERROR:
status_indicator.texture_normal = status_error_texture
else:
status_indicator.texture_normal = null
if msg == "":
status_indicator.disabled = true
else:
status_indicator.disabled = false
#
func _on_new_shader_button_pressed():
main.update_title()
Filesystem.reset()
self.update_code_edit()
compositor.update()
update_status(Status.UNKNOWN)
func _on_open_shader_button_pressed():
open_shader_dialog.show()
func _on_save_shader_button_pressed():
if Globals.last_shader_savepath == "":
save_shader_dialog.current_file = "shader.gdshader"
Filesystem.shader.code = code_editor.text
if Filesystem.last_shader_savepath == "":
_on_save_shader_as_button_pressed()
else:
save_shader_dialog.current_path = Globals.last_shader_savepath
_on_save_shader_dialog_file_selected(Filesystem.last_shader_savepath)
func _on_save_shader_as_button_pressed() -> void:
Filesystem.shader.code = code_editor.text
if Filesystem.last_shader_savepath == "":
save_shader_dialog.current_file = "filter.gdshader"
else:
save_shader_dialog.current_path = Filesystem.last_shader_savepath
save_shader_dialog.show()
func _on_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_fit_image_button_pressed():
camera.fit_image()
func _on_apply_shader_button_pressed():
var shader = Shader.new()
shader.code = code_editor.text
Globals.shader = shader
Globals.target_viewport.update()
Filesystem.shader.code = code_editor.text
var errors = await compositor.update()
if len(errors) > 0:
update_status(Status.ERROR, "\n".join(errors))
else:
update_status(Status.OKAY)
func _on_save_image_button_pressed():
if Filesystem.result != null:
ui_control_filesave.current_path = Filesystem.last_image_savepath
ui_control_filesave.show()
#
func _on_open_shader_dialog_file_selected(path: String):
Filesystem.load_shader(path)
main.update_title(path.split("/")[-1])
self.update_code_edit()
self._on_apply_shader_button_pressed()
func _on_save_shader_dialog_file_selected(path):
Filesystem.save_shader(path)
main.update_title(path.split("/")[-1])
func _on_save_image_dialog_file_selected(path):
Filesystem.save_result(path)
#
func _on_status_indicator_pressed() -> void:
error_msg_dialog.show()

77
src/Filesystem.gd Normal file
View file

@ -0,0 +1,77 @@
extends Node
@onready var template_shader: Shader = load("res://src/shader/template.gdshader")
@onready var shader: Shader = template_shader.duplicate()
var original_image: ImageTexture
var additional_images: Dictionary
var result: Image
var cwd = "."
var last_image_savepath = ""
var last_shader_savepath = ""
var last_original_image_path = ""
func reset():
self.shader = self.template_shader.duplicate()
self.last_image_savepath = ""
self.last_shader_savepath = ""
self.last_original_image_path = ""
self.original_image = null
self.result = null
func get_absolute_path(p: String) -> String:
# this only works on Linux!
if !p.begins_with("/"):
return self.cwd + "/" + p.lstrip("./")
return p
func load_original_image(path: String) -> String: # returns an error message
var img = Image.new()
var err = img.load(path)
if err == OK:
original_image = ImageTexture.create_from_image(img)
if path != self.last_original_image_path:
self.last_original_image_path = path
if self.last_image_savepath == "":
self.last_image_savepath = 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
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 load_shader(path: String):
print("Load ", path)
var file = FileAccess.open(path, FileAccess.READ)
var shader_code = file.get_as_text()
self.shader = Shader.new()
shader.code = shader_code
if "/" in path: # update current working directory
self.cwd = path.substr(0, path.rfind("/"))
self.last_shader_savepath = path
func save_shader(path: String):
print("Save ", path)
var file = FileAccess.open(path, FileAccess.WRITE)
file.store_string(self.shader.code)
if "/" in path: # update current working directory
self.cwd = path.substr(0, path.rfind("/"))
self.last_shader_savepath = path

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@ -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 = ""

View file

@ -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

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@ -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

View file

@ -1,22 +1,21 @@
extends Node2D
@onready var image_viewport = %ImageViewport
@onready var ui_control_filesave = %SaveImageDialog
extends Node
@onready var editor_window = %EditorWindow
@onready var app_name = ProjectSettings.get_setting("application/config/name")
func _ready():
DisplayServer.window_set_min_size(Vector2i(900, 500))
Globals.target_viewport = image_viewport
update_title()
# position windows
get_window().position = Vector2i(
editor_window.position.x + editor_window.size.x + 50,
editor_window.position.y)
get_window().min_size = Vector2i(400, 400)
editor_window.min_size = Vector2i(560, 400)
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!")
func update_title(current_file: String = ""):
if current_file == "":
get_window().title = app_name + " - Viewer"
editor_window.title = app_name + " - Editor"
else:
Globals.last_image_savepath = path
get_window().title = current_file + " - " + app_name + " - Viewer"
editor_window.title = current_file + " - " + app_name + " - Editor"

View file

@ -0,0 +1,22 @@
extends Node
var _load_regex: RegEx
var _load_additional_regex: RegEx
func _ready():
self._load_regex = RegEx.new()
self._load_additional_regex = RegEx.new()
self._load_regex.compile(r'\/\/!load\s(.*)')
self._load_additional_regex.compile(r'\/\/!load\+\s(\w*)\s(.*)')
func parse_load_directive(shader: Shader) -> PackedStringArray:
var regex_match = self._load_regex.search(Filesystem.shader.code)
if regex_match == null:
return []
return regex_match.strings
func parse_load_additional_directive(shader: Shader) -> Array[PackedStringArray]:
var results : Array[PackedStringArray] = []
for m in self._load_additional_regex.search_all(shader.code):
results.append(m.strings)
return results

4
src/UIWindow.gd Normal file
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@ -0,0 +1,4 @@
extends Window
func _on_close_requested() -> void:
get_tree().quit()

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@ -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(1.0), 0.5);
}
}

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@ -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;
}