Small QoL for 0.8.2

This commit is contained in:
MakhamDev 2022-01-19 20:48:30 +07:00
parent 93d6734080
commit f83ad6920a
7 changed files with 19 additions and 9 deletions

View file

@ -151,7 +151,7 @@
{"id":{"name":"s_node_transform_single","path":"sprites/s_node_transform_single/s_node_transform_single.yy",},"order":89,}, {"id":{"name":"s_node_transform_single","path":"sprites/s_node_transform_single/s_node_transform_single.yy",},"order":89,},
{"id":{"name":"s_button_hide_fill","path":"sprites/s_button_hide_fill/s_button_hide_fill.yy",},"order":15,}, {"id":{"name":"s_button_hide_fill","path":"sprites/s_button_hide_fill/s_button_hide_fill.yy",},"order":15,},
{"id":{"name":"sh_blur_radial","path":"shaders/sh_blur_radial/sh_blur_radial.yy",},"order":18,}, {"id":{"name":"sh_blur_radial","path":"shaders/sh_blur_radial/sh_blur_radial.yy",},"order":18,},
{"id":{"name":"sh_grid","path":"shaders/sh_grid/sh_grid.yy",},"order":35,}, {"id":{"name":"sh_grid","path":"shaders/sh_grid/sh_grid.yy",},"order":14,},
{"id":{"name":"s_button_hide","path":"sprites/s_button_hide/s_button_hide.yy",},"order":10,}, {"id":{"name":"s_button_hide","path":"sprites/s_button_hide/s_button_hide.yy",},"order":10,},
{"id":{"name":"sh_twirl","path":"shaders/sh_twirl/sh_twirl.yy",},"order":19,}, {"id":{"name":"sh_twirl","path":"shaders/sh_twirl/sh_twirl.yy",},"order":19,},
{"id":{"name":"s_checkbox","path":"sprites/s_checkbox/s_checkbox.yy",},"order":11,}, {"id":{"name":"s_checkbox","path":"sprites/s_checkbox/s_checkbox.yy",},"order":11,},

View file

@ -11,6 +11,7 @@ function Node_Grid(_x, _y) : Node(_x, _y) constructor {
uniform_pos = shader_get_uniform(shader, "position"); uniform_pos = shader_get_uniform(shader, "position");
uniform_sca = shader_get_uniform(shader, "scale"); uniform_sca = shader_get_uniform(shader, "scale");
uniform_wid = shader_get_uniform(shader, "width"); uniform_wid = shader_get_uniform(shader, "width");
uniform_ang = shader_get_uniform(shader, "angle");
inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d ) inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d )
.setDisplay(VALUE_DISPLAY.vector); .setDisplay(VALUE_DISPLAY.vector);
@ -24,8 +25,12 @@ function Node_Grid(_x, _y) : Node(_x, _y) constructor {
inputs[| 3] = nodeValue(3, "Gap", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.02) inputs[| 3] = nodeValue(3, "Gap", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.02)
.setDisplay(VALUE_DISPLAY.slider, [0, 0.5, 0.01]); .setDisplay(VALUE_DISPLAY.slider, [0, 0.5, 0.01]);
inputs[| 4] = nodeValue(4, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.rotation);
input_display_list = [ input_display_list = [
["Effect settings", false], 0, 1, 2, 3 ["Effect settings", false], 0, 3,
["Transformation", false], 1, 4, 2
]; ];
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1)); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
@ -39,6 +44,7 @@ function Node_Grid(_x, _y) : Node(_x, _y) constructor {
var _pos = inputs[| 1].getValue(); var _pos = inputs[| 1].getValue();
var _sca = inputs[| 2].getValue(); var _sca = inputs[| 2].getValue();
var _wid = inputs[| 3].getValue(); var _wid = inputs[| 3].getValue();
var _ang = inputs[| 4].getValue();
var _outSurf = outputs[| 0].getValue(); var _outSurf = outputs[| 0].getValue();
if(!is_surface(_outSurf)) { if(!is_surface(_outSurf)) {
@ -52,6 +58,7 @@ function Node_Grid(_x, _y) : Node(_x, _y) constructor {
shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]);
shader_set_uniform_f_array(uniform_sca, _sca); shader_set_uniform_f_array(uniform_sca, _sca);
shader_set_uniform_f(uniform_wid, _wid); shader_set_uniform_f(uniform_wid, _wid);
shader_set_uniform_f(uniform_ang, degtorad(_ang));
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset(); shader_reset();

View file

@ -43,7 +43,7 @@ function Node_Image_gif(_x, _y) : Node(_x, _y) constructor {
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1)); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
outputs[| 1] = nodeValue(1, "Path", self, JUNCTION_CONNECT.output, VALUE_TYPE.path, "") outputs[| 1] = nodeValue(1, "Path", self, JUNCTION_CONNECT.output, VALUE_TYPE.path, "")
.setVisible(true); .setVisible(true, true);
spr = noone; spr = noone;
path_current = ""; path_current = "";

View file

@ -22,9 +22,8 @@ function Node_Path(_x, _y) : Node(_x, _y) constructor {
var index = ds_list_size(inputs); var index = ds_list_size(inputs);
inputs[| index] = nodeValue(index, "Anchor", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ _x, _y, 0, 0, 0, 0 ]) inputs[| index] = nodeValue(index, "Anchor", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ _x, _y, 0, 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector) .setDisplay(VALUE_DISPLAY.vector);
return inputs[| index]; return inputs[| index];
} }

View file

@ -56,8 +56,9 @@ void main() {
float _a = atan(_p.y, _p.x) + angle; float _a = atan(_p.y, _p.x) + angle;
prog = (_a - floor(_a / TAU) * TAU) / TAU; prog = (_a - floor(_a / TAU) * TAU) / TAU;
} }
prog = abs(prog + shift); prog = prog + shift;
if(gradient_loop == 1) { if(gradient_loop == 1) {
prog = abs(prog);
if(prog > 1.) { if(prog > 1.) {
if(prog == floor(prog)) if(prog == floor(prog))
prog = 1.; prog = 1.;

View file

@ -6,10 +6,13 @@ varying vec4 v_vColour;
uniform vec2 position; uniform vec2 position;
uniform vec2 scale; uniform vec2 scale;
uniform float angle;
uniform float width; uniform float width;
void main() { void main() {
vec2 _pos = v_vTexcoord - position; vec2 pos = v_vTexcoord - position, _pos;
_pos.x = pos.x * cos(angle) - pos.y * sin(angle);
_pos.y = pos.x * sin(angle) + pos.y * cos(angle);
vec2 dist = _pos - floor(_pos * scale) / scale; vec2 dist = _pos - floor(_pos * scale) / scale;
float ww = width / 2.; float ww = width / 2.;

View file

@ -1,8 +1,8 @@
{ {
"type": 1, "type": 1,
"parent": { "parent": {
"name": "filter", "name": "generator",
"path": "folders/shader/filter.yy", "path": "folders/shader/generator.yy",
}, },
"resourceVersion": "1.0", "resourceVersion": "1.0",
"name": "sh_grid", "name": "sh_grid",