@nice2dev/game-engine 1.3.15 → 1.3.17
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +13 -0
- package/dist/cjs/accessibility/Accessibility.js +152 -165
- package/dist/cjs/ai/AI.js +292 -294
- package/dist/cjs/ai/BehaviorTree.js +1029 -1113
- package/dist/cjs/ai/StateMachine.js +694 -756
- package/dist/cjs/animation/Animation.js +232 -241
- package/dist/cjs/audio/AudioAdvanced.js +221 -236
- package/dist/cjs/audio/AudioBridge.js +441 -435
- package/dist/cjs/audio/AudioManager.js +242 -259
- package/dist/cjs/build-cloud/BuildOrchestration.js +1059 -1098
- package/dist/cjs/build-cloud/GodotBuildCloud.js +641 -670
- package/dist/cjs/build-cloud/UnityBuildCloud.js +563 -610
- package/dist/cjs/build-cloud/UnrealBuildCloud.js +610 -635
- package/dist/cjs/core/EventBus.js +51 -56
- package/dist/cjs/core/GameClock.js +62 -66
- package/dist/cjs/core/GameConfig.js +72 -79
- package/dist/cjs/core/GameLoop.js +80 -89
- package/dist/cjs/core/ServiceLocator.js +61 -65
- package/dist/cjs/core/Validation.js +72 -82
- package/dist/cjs/core/math.js +108 -112
- package/dist/cjs/devtools/DevTools.js +542 -563
- package/dist/cjs/devtools/DeveloperExperience.js +521 -559
- package/dist/cjs/devtools/GameplayAnalytics.js +636 -646
- package/dist/cjs/dialogue/DialogueSystem.js +984 -986
- package/dist/cjs/docs/DocGenerator.js +339 -364
- package/dist/cjs/ecs/World.js +355 -371
- package/dist/cjs/editor/AchievementEditor.js +580 -636
- package/dist/cjs/editor/AdvancedEditor.js +184 -191
- package/dist/cjs/editor/AnimationRetargeting.js +696 -741
- package/dist/cjs/editor/AssetBrowser.js +1072 -1160
- package/dist/cjs/editor/AssetManager.js +187 -192
- package/dist/cjs/editor/ConsolePro.js +971 -1061
- package/dist/cjs/editor/CraftingEditor.js +680 -730
- package/dist/cjs/editor/DebugTools.js +187 -185
- package/dist/cjs/editor/DialogueSystem.js +844 -901
- package/dist/cjs/editor/LeaderboardSystem.js +429 -483
- package/dist/cjs/editor/NiceGameEditor.js +1903 -1201
- package/dist/cjs/editor/PrefabSystem.js +772 -838
- package/dist/cjs/editor/ProfilerPanel.js +649 -700
- package/dist/cjs/editor/QuestEditor.js +792 -839
- package/dist/cjs/editor/ReplaySystem.js +585 -634
- package/dist/cjs/editor/SceneEditor.js +176 -200
- package/dist/cjs/editor/ScreenshotMode.js +621 -688
- package/dist/cjs/editor/ShaderGraph.js +1556 -1582
- package/dist/cjs/editor/TimelineEditor.js +715 -778
- package/dist/cjs/editor/UndoRedoPro.js +830 -904
- package/dist/cjs/editor/VRARMode.js +582 -645
- package/dist/cjs/engine/NiceGameEngine.js +141 -164
- package/dist/cjs/engine/SaveSystem.js +441 -495
- package/dist/cjs/enterprise/Enterprise.js +254 -261
- package/dist/cjs/export/BevyExporter.js +927 -967
- package/dist/cjs/export/CocosExporter.js +644 -673
- package/dist/cjs/export/Construct3Exporter.js +783 -794
- package/dist/cjs/export/DefoldExporter.js +1028 -1069
- package/dist/cjs/export/GDevelopExporter.js +674 -708
- package/dist/cjs/export/GameMakerExporter.js +791 -805
- package/dist/cjs/export/GodotExporter.js +1003 -1045
- package/dist/cjs/export/MinecraftBedrockExporter.js +573 -578
- package/dist/cjs/export/MonoGameExporter.js +1265 -1293
- package/dist/cjs/export/Pico8Exporter.js +766 -812
- package/dist/cjs/export/PlatformExporter.js +188 -206
- package/dist/cjs/export/RPGMakerExporter.js +860 -879
- package/dist/cjs/export/RobloxExporter.js +883 -919
- package/dist/cjs/export/Solar2DExporter.js +1218 -1256
- package/dist/cjs/export/ThreeJSExporter.js +1006 -1073
- package/dist/cjs/export/Tic80Exporter.js +1210 -1267
- package/dist/cjs/export/UnityExporter.js +1116 -1131
- package/dist/cjs/export/UnrealExporter.js +889 -919
- package/dist/cjs/export/WebExporter.js +931 -970
- package/dist/cjs/export/index.js +42 -65
- package/dist/cjs/godot-integration/GodotAssetLibrary.js +659 -692
- package/dist/cjs/godot-integration/GodotImport.js +929 -1027
- package/dist/cjs/godot-integration/GodotLiveLink.js +915 -945
- package/dist/cjs/godot-integration/components/GodotProjectBrowser.js +911 -611
- package/dist/cjs/i18n/I18n.js +860 -900
- package/dist/cjs/i18n/useTranslation.js +84 -89
- package/dist/cjs/import/AsepriteImporter.js +658 -716
- package/dist/cjs/import/DragonBonesImporter.js +437 -461
- package/dist/cjs/import/GameMakerImporter.js +511 -521
- package/dist/cjs/import/GodotSceneImporter.js +788 -822
- package/dist/cjs/import/LDtkImporter.js +436 -454
- package/dist/cjs/import/Live2DImporter.js +497 -518
- package/dist/cjs/import/NdgFormat.js +424 -457
- package/dist/cjs/import/OgmoImporter.js +466 -493
- package/dist/cjs/import/RPGMakerImporter.js +451 -477
- package/dist/cjs/import/SceneImporter.js +378 -423
- package/dist/cjs/import/SpineImporter.js +511 -546
- package/dist/cjs/import/SpriterImporter.js +590 -613
- package/dist/cjs/import/TiledMapImporter.js +811 -846
- package/dist/cjs/import/UnitySceneImporter.js +687 -703
- package/dist/cjs/import/index.js +206 -251
- package/dist/cjs/index.js +275 -278
- package/dist/cjs/input/GamepadNavigation.js +185 -205
- package/dist/cjs/input/InputManager.js +397 -421
- package/dist/cjs/input/useGamepads.js +70 -81
- package/dist/cjs/integration/IconSprite.js +129 -256
- package/dist/cjs/inventory/InventorySystem.js +920 -995
- package/dist/cjs/kids/KidMode.js +997 -1022
- package/dist/cjs/kids/KidTools.js +570 -594
- package/dist/cjs/monetization/Monetization.js +170 -177
- package/dist/cjs/multiplayer/LocalMultiplayer.js +287 -287
- package/dist/cjs/multiplayer/MiniGameTypes.js +49 -59
- package/dist/cjs/native-engine/AnimationSystem.js +731 -806
- package/dist/cjs/native-engine/AssetPipeline.js +454 -515
- package/dist/cjs/native-engine/AudioEngine.js +763 -804
- package/dist/cjs/native-engine/InputSystem.js +1075 -1145
- package/dist/cjs/native-engine/NetworkingSystem.js +733 -793
- package/dist/cjs/native-engine/PhysicsEngine.js +583 -607
- package/dist/cjs/native-engine/RenderingEngine.js +302 -350
- package/dist/cjs/native-engine/SceneGraph.js +769 -808
- package/dist/cjs/network/MultiplayerTransport.js +97 -132
- package/dist/cjs/network/Networking.js +549 -564
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/AbortController.js +21 -29
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/AccessTokenHttpClient.js +40 -48
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/DefaultHttpClient.js +35 -43
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/DefaultReconnectPolicy.js +10 -15
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Errors.js +103 -135
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/FetchHttpClient.js +131 -158
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HandshakeProtocol.js +39 -53
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HeaderNames.js +5 -8
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HttpClient.js +40 -48
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HttpConnection.js +494 -572
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HubConnection.js +826 -953
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/HubConnectionBuilder.js +125 -146
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/IHubProtocol.js +13 -23
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/ILogger.js +11 -25
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/ITransport.js +13 -24
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/JsonHubProtocol.js +108 -121
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Loggers.js +10 -14
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/LongPollingTransport.js +150 -185
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/MessageBuffer.js +158 -196
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/ServerSentEventsTransport.js +90 -105
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Subject.js +30 -35
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/TextMessageFormat.js +16 -21
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/Utils.js +215 -248
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/WebSocketTransport.js +135 -157
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/XhrHttpClient.js +76 -85
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/index.js +24 -27
- package/dist/cjs/node_modules/@microsoft/signalr/dist/esm/pkg-version.js +3 -4
- package/dist/cjs/pathfinding/Pathfinding.js +245 -263
- package/dist/cjs/performance/AssetStreaming.js +561 -635
- package/dist/cjs/performance/BenchmarkSuite.js +283 -311
- package/dist/cjs/performance/DeltaCompression.js +467 -526
- package/dist/cjs/performance/DeterministicPhysics.js +450 -498
- package/dist/cjs/performance/ECSOptimization.js +644 -695
- package/dist/cjs/performance/GameSaveSystem.js +509 -556
- package/dist/cjs/performance/HotReload.js +447 -500
- package/dist/cjs/performance/InputRecording.js +511 -561
- package/dist/cjs/performance/InterestManagement.js +453 -500
- package/dist/cjs/performance/LocalizationRuntime.js +376 -423
- package/dist/cjs/performance/MemoryManagement.js +410 -470
- package/dist/cjs/performance/ModSupport.js +445 -496
- package/dist/cjs/performance/MultiThreadedPhysics.js +400 -443
- package/dist/cjs/performance/NetworkPrediction.js +424 -482
- package/dist/cjs/performance/ObjectPooling.js +569 -617
- package/dist/cjs/performance/Performance.js +174 -190
- package/dist/cjs/performance/PerformanceAdvanced.js +614 -637
- package/dist/cjs/performance/WebGPURenderer.js +656 -683
- package/dist/cjs/physics/PhysicsAdvanced.js +345 -379
- package/dist/cjs/physics/PhysicsEngine2D.js +391 -427
- package/dist/cjs/plugins/PluginSDK.js +432 -466
- package/dist/cjs/plugins/PluginTestKit.js +307 -330
- package/dist/cjs/procedural/Procedural.js +243 -254
- package/dist/cjs/procedural/WorldBuilding.js +297 -314
- package/dist/cjs/quest/QuestSystem.js +975 -932
- package/dist/cjs/release/MobileExport.js +157 -163
- package/dist/cjs/release/Release.js +225 -238
- package/dist/cjs/rendering/Camera2D.js +121 -124
- package/dist/cjs/rendering/Renderer2D.js +321 -335
- package/dist/cjs/rendering/WebGPURenderPipeline.js +632 -651
- package/dist/cjs/runtime3d/Runtime3D.js +359 -378
- package/dist/cjs/runtime3d/SceneEditor3D.js +252 -263
- package/dist/cjs/scene/SceneManager.js +177 -193
- package/dist/cjs/scripting/GraphToAST.js +574 -547
- package/dist/cjs/scripting/LanguageExporter.js +254 -279
- package/dist/cjs/scripting/NodeGraph.js +546 -570
- package/dist/cjs/scripting/ScriptAST.js +31 -39
- package/dist/cjs/scripting/VisualScripting2.js +1016 -1065
- package/dist/cjs/scripting/exporters/CSharpExporter.js +464 -496
- package/dist/cjs/scripting/exporters/GDScriptExporter.js +390 -442
- package/dist/cjs/scripting/exporters/LuaExporter.js +406 -447
- package/dist/cjs/scripting/exporters/PythonExporter.js +484 -549
- package/dist/cjs/scripting/exporters/RustExporter.js +459 -512
- package/dist/cjs/scripting/exporters/TypeScriptExporter.js +505 -556
- package/dist/cjs/social/Social.js +72 -80
- package/dist/cjs/systems/LightingSystem.js +844 -931
- package/dist/cjs/systems/ParticleSystem2.js +1447 -1451
- package/dist/cjs/systems/PhysicsDebugSystem.js +1070 -1141
- package/dist/cjs/systems/TerrainSystem.js +985 -1098
- package/dist/cjs/templates/ActionTemplates.js +296 -309
- package/dist/cjs/templates/FightingTemplate.js +417 -463
- package/dist/cjs/templates/MetroidvaniaTemplate.js +353 -405
- package/dist/cjs/templates/PartyTemplates.js +190 -202
- package/dist/cjs/templates/PuzzleTemplates.js +245 -261
- package/dist/cjs/templates/RPGTemplates.js +160 -178
- package/dist/cjs/templates/SportsTemplates.js +237 -250
- package/dist/cjs/templates/StrategyTemplates.js +143 -153
- package/dist/cjs/templates/SurvivalTemplate.js +336 -380
- package/dist/cjs/templates/WaveDefense.js +499 -526
- package/dist/cjs/tilemap/Tilemap.js +207 -214
- package/dist/cjs/tutorials/TutorialBranching.js +396 -417
- package/dist/cjs/tutorials/TutorialEngine.js +888 -931
- package/dist/cjs/tutorials/TutorialOverlay.js +602 -640
- package/dist/cjs/tutorials/content/Tutorials_T05_T08.js +787 -809
- package/dist/cjs/tutorials/content/Tutorials_T09_T11.js +736 -756
- package/dist/cjs/tutorials/content/Tutorials_T12_T15.js +754 -778
- package/dist/cjs/ui/GameUI.js +295 -312
- package/dist/cjs/unity-integration/UnityAssetStore.js +700 -741
- package/dist/cjs/unity-integration/UnityImport.js +1066 -1176
- package/dist/cjs/unity-integration/UnityLiveLink.js +934 -981
- package/dist/cjs/unity-integration/components/UnityAssetStoreBrowser.js +1233 -757
- package/dist/cjs/unity-integration/components/UnityProjectBrowser.js +1240 -768
- package/dist/cjs/unreal-integration/UnrealImport.js +391 -412
- package/dist/cjs/unreal-integration/UnrealLiveLink.js +1102 -1137
- package/dist/cjs/unreal-integration/UnrealMarketplace.js +436 -473
- package/dist/cjs/unreal-integration/components/UnrealProjectBrowser.js +1150 -767
- package/dist/cjs/xr/ARVR.js +167 -175
- package/dist/esm/accessibility/Accessibility.js +160 -164
- package/dist/esm/ai/AI.js +310 -293
- package/dist/esm/ai/BehaviorTree.js +1057 -1112
- package/dist/esm/ai/StateMachine.js +709 -755
- package/dist/esm/animation/Animation.js +237 -240
- package/dist/esm/audio/AudioAdvanced.js +239 -235
- package/dist/esm/audio/AudioBridge.js +448 -434
- package/dist/esm/audio/AudioManager.js +243 -258
- package/dist/esm/build-cloud/BuildOrchestration.js +1071 -1097
- package/dist/esm/build-cloud/GodotBuildCloud.js +647 -669
- package/dist/esm/build-cloud/UnityBuildCloud.js +571 -609
- package/dist/esm/build-cloud/UnrealBuildCloud.js +615 -634
- package/dist/esm/core/EventBus.js +52 -55
- package/dist/esm/core/GameClock.js +63 -65
- package/dist/esm/core/GameConfig.js +77 -78
- package/dist/esm/core/GameLoop.js +81 -88
- package/dist/esm/core/ServiceLocator.js +63 -64
- package/dist/esm/core/Validation.js +82 -81
- package/dist/esm/core/math.js +109 -111
- package/dist/esm/devtools/DevTools.js +546 -562
- package/dist/esm/devtools/DeveloperExperience.js +535 -558
- package/dist/esm/devtools/GameplayAnalytics.js +647 -645
- package/dist/esm/dialogue/DialogueSystem.js +998 -985
- package/dist/esm/docs/DocGenerator.js +342 -363
- package/dist/esm/ecs/World.js +358 -370
- package/dist/esm/editor/AchievementEditor.js +584 -635
- package/dist/esm/editor/AdvancedEditor.js +191 -190
- package/dist/esm/editor/AnimationRetargeting.js +700 -740
- package/dist/esm/editor/AssetBrowser.js +1078 -1159
- package/dist/esm/editor/AssetManager.js +188 -191
- package/dist/esm/editor/ConsolePro.js +977 -1060
- package/dist/esm/editor/CraftingEditor.js +684 -729
- package/dist/esm/editor/DebugTools.js +194 -184
- package/dist/esm/editor/DialogueSystem.js +849 -900
- package/dist/esm/editor/LeaderboardSystem.js +433 -482
- package/dist/esm/editor/NiceGameEditor.js +1908 -1200
- package/dist/esm/editor/PrefabSystem.js +777 -837
- package/dist/esm/editor/ProfilerPanel.js +654 -699
- package/dist/esm/editor/QuestEditor.js +795 -838
- package/dist/esm/editor/ReplaySystem.js +591 -633
- package/dist/esm/editor/SceneEditor.js +189 -199
- package/dist/esm/editor/ScreenshotMode.js +628 -687
- package/dist/esm/editor/ShaderGraph.js +1565 -1581
- package/dist/esm/editor/TimelineEditor.js +733 -777
- package/dist/esm/editor/UndoRedoPro.js +835 -903
- package/dist/esm/editor/VRARMode.js +586 -644
- package/dist/esm/engine/NiceGameEngine.js +142 -163
- package/dist/esm/engine/SaveSystem.js +447 -494
- package/dist/esm/enterprise/Enterprise.js +265 -260
- package/dist/esm/export/BevyExporter.js +929 -966
- package/dist/esm/export/CocosExporter.js +646 -672
- package/dist/esm/export/Construct3Exporter.js +785 -793
- package/dist/esm/export/DefoldExporter.js +1030 -1068
- package/dist/esm/export/GDevelopExporter.js +676 -707
- package/dist/esm/export/GameMakerExporter.js +793 -804
- package/dist/esm/export/GodotExporter.js +1004 -1044
- package/dist/esm/export/MinecraftBedrockExporter.js +575 -577
- package/dist/esm/export/MonoGameExporter.js +1267 -1292
- package/dist/esm/export/Pico8Exporter.js +768 -811
- package/dist/esm/export/PlatformExporter.js +193 -205
- package/dist/esm/export/RPGMakerExporter.js +862 -878
- package/dist/esm/export/RobloxExporter.js +885 -918
- package/dist/esm/export/Solar2DExporter.js +1220 -1255
- package/dist/esm/export/ThreeJSExporter.js +1007 -1072
- package/dist/esm/export/Tic80Exporter.js +1212 -1266
- package/dist/esm/export/UnityExporter.js +1117 -1130
- package/dist/esm/export/UnrealExporter.js +891 -918
- package/dist/esm/export/WebExporter.js +933 -969
- package/dist/esm/export/index.js +86 -71
- package/dist/esm/godot-integration/GodotAssetLibrary.js +663 -691
- package/dist/esm/godot-integration/GodotImport.js +935 -1026
- package/dist/esm/godot-integration/GodotLiveLink.js +918 -944
- package/dist/esm/godot-integration/components/GodotProjectBrowser.js +912 -610
- package/dist/esm/i18n/I18n.js +871 -899
- package/dist/esm/i18n/useTranslation.js +88 -88
- package/dist/esm/import/AsepriteImporter.js +637 -715
- package/dist/esm/import/DragonBonesImporter.js +417 -460
- package/dist/esm/import/GameMakerImporter.js +491 -520
- package/dist/esm/import/GodotSceneImporter.js +767 -821
- package/dist/esm/import/LDtkImporter.js +415 -453
- package/dist/esm/import/Live2DImporter.js +477 -517
- package/dist/esm/import/NdgFormat.js +410 -456
- package/dist/esm/import/OgmoImporter.js +446 -492
- package/dist/esm/import/RPGMakerImporter.js +431 -476
- package/dist/esm/import/SceneImporter.js +385 -422
- package/dist/esm/import/SpineImporter.js +491 -545
- package/dist/esm/import/SpriterImporter.js +570 -612
- package/dist/esm/import/TiledMapImporter.js +790 -845
- package/dist/esm/import/UnitySceneImporter.js +666 -702
- package/dist/esm/import/index.js +247 -258
- package/dist/esm/index.js +1332 -188
- package/dist/esm/input/GamepadNavigation.js +187 -204
- package/dist/esm/input/InputManager.js +401 -420
- package/dist/esm/input/useGamepads.js +72 -80
- package/dist/esm/integration/IconSprite.js +143 -255
- package/dist/esm/inventory/InventorySystem.js +925 -994
- package/dist/esm/kids/KidMode.js +1003 -1021
- package/dist/esm/kids/KidTools.js +573 -593
- package/dist/esm/monetization/Monetization.js +180 -176
- package/dist/esm/multiplayer/LocalMultiplayer.js +290 -286
- package/dist/esm/multiplayer/MiniGameTypes.js +58 -58
- package/dist/esm/native-engine/AnimationSystem.js +735 -805
- package/dist/esm/native-engine/AssetPipeline.js +456 -514
- package/dist/esm/native-engine/AudioEngine.js +765 -803
- package/dist/esm/native-engine/InputSystem.js +1079 -1144
- package/dist/esm/native-engine/NetworkingSystem.js +740 -792
- package/dist/esm/native-engine/PhysicsEngine.js +585 -606
- package/dist/esm/native-engine/RenderingEngine.js +304 -349
- package/dist/esm/native-engine/SceneGraph.js +773 -807
- package/dist/esm/network/MultiplayerTransport.js +99 -131
- package/dist/esm/network/Networking.js +556 -563
- package/dist/esm/node_modules/@microsoft/signalr/dist/esm/AbortController.js +22 -28
- package/dist/esm/node_modules/@microsoft/signalr/dist/esm/AccessTokenHttpClient.js +41 -47
- package/dist/esm/node_modules/@microsoft/signalr/dist/esm/DefaultHttpClient.js +36 -42
- package/dist/esm/node_modules/@microsoft/signalr/dist/esm/DefaultReconnectPolicy.js +11 -14
- package/dist/esm/node_modules/@microsoft/signalr/dist/esm/Errors.js +111 -134
- package/dist/esm/node_modules/@microsoft/signalr/dist/esm/FetchHttpClient.js +132 -157
- package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HandshakeProtocol.js +40 -52
- package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HeaderNames.js +6 -7
- package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HttpClient.js +42 -47
- package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HttpConnection.js +496 -571
- package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HubConnection.js +828 -952
- package/dist/esm/node_modules/@microsoft/signalr/dist/esm/HubConnectionBuilder.js +126 -145
- package/dist/esm/node_modules/@microsoft/signalr/dist/esm/IHubProtocol.js +14 -23
- package/dist/esm/node_modules/@microsoft/signalr/dist/esm/ILogger.js +12 -25
- package/dist/esm/node_modules/@microsoft/signalr/dist/esm/ITransport.js +15 -24
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/**
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* @description Visual Shader Graph Editor System
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* PRO-1.4: Professional Editor Features
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// ============================================================
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// Built-in Node Library
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Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
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const SHADER_NODE_LIBRARY = [
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vec3 {{output.World}} = v_worldPosition;
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vec3 {{output.World}} = normalize(v_worldNormal);
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vec3 {{output.View}} = normalize(v_viewNormal);
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vec2 {{output.UV0}} = v_uv0;
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vec4 {{output.Color}} = v_color;
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531
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538
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539
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|
540
|
-
float {{output.Out}} = {{input.OutMin}} + ({{input.In}} - {{input.InMin}}) * ({{input.OutMax}} - {{input.OutMin}}) / ({{input.InMax}} - {{input.InMin}});
|
|
541
|
-
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542
|
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543
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544
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554
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555
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556
|
-
|
|
557
|
-
float {{output.X}} = {{input.In}}.x;
|
|
558
|
-
float {{output.Y}} = {{input.In}}.y;
|
|
559
|
-
float {{output.Z}} = {{input.In}}.z;
|
|
560
|
-
float {{output.W}} = {{input.In}}.w;
|
|
561
|
-
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562
|
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563
|
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569
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|
577
|
-
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|
578
|
-
|
|
579
|
-
|
|
580
|
-
vec4 {{output.XYZW}} = vec4({{input.X}}, {{input.Y}}, {{input.Z}}, {{input.W}});
|
|
581
|
-
vec3 {{output.XYZ}} = vec3({{input.X}}, {{input.Y}}, {{input.Z}});
|
|
582
|
-
vec2 {{output.XY}} = vec2({{input.X}}, {{input.Y}});
|
|
583
|
-
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|
584
|
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585
|
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586
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619
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621
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629
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658
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659
|
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660
|
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661
|
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662
|
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663
|
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|
664
|
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|
665
|
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|
666
|
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|
667
|
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|
668
|
-
|
|
669
|
-
|
|
670
|
-
|
|
671
|
-
|
|
672
|
-
|
|
673
|
-
vec4 {{output.RGBA}} = texture({{prop.Texture}}, {{input.UV}});
|
|
674
|
-
vec3 {{output.RGB}} = {{output.RGBA}}.rgb;
|
|
675
|
-
float {{output.R}} = {{output.RGBA}}.r;
|
|
676
|
-
float {{output.G}} = {{output.RGBA}}.g;
|
|
677
|
-
float {{output.B}} = {{output.RGBA}}.b;
|
|
678
|
-
float {{output.A}} = {{output.RGBA}}.a;
|
|
679
|
-
|
|
680
|
-
|
|
681
|
-
|
|
682
|
-
|
|
683
|
-
|
|
684
|
-
|
|
685
|
-
|
|
686
|
-
|
|
687
|
-
|
|
688
|
-
|
|
689
|
-
|
|
690
|
-
|
|
691
|
-
|
|
692
|
-
vec3 normalSample = texture({{prop.Texture}}, {{input.UV}}).rgb * 2.0 - 1.0;
|
|
693
|
-
normalSample.xy *= {{input.Strength}};
|
|
694
|
-
vec3 {{output.Normal}} = normalize(normalSample);
|
|
695
|
-
|
|
696
|
-
|
|
697
|
-
|
|
698
|
-
|
|
699
|
-
|
|
700
|
-
|
|
701
|
-
|
|
702
|
-
|
|
703
|
-
|
|
704
|
-
|
|
705
|
-
|
|
706
|
-
|
|
707
|
-
|
|
708
|
-
|
|
709
|
-
|
|
710
|
-
|
|
711
|
-
|
|
712
|
-
|
|
713
|
-
|
|
714
|
-
|
|
715
|
-
|
|
716
|
-
|
|
717
|
-
|
|
718
|
-
|
|
719
|
-
|
|
720
|
-
vec3 blending = pow(abs({{input.Normal}}), vec3({{input.Blend}}));
|
|
721
|
-
blending /= dot(blending, vec3(1.0));
|
|
722
|
-
|
|
723
|
-
vec4 xProject = texture({{prop.Texture}}, {{input.Position}}.yz * {{input.Tile}});
|
|
724
|
-
vec4 yProject = texture({{prop.Texture}}, {{input.Position}}.xz * {{input.Tile}});
|
|
725
|
-
vec4 zProject = texture({{prop.Texture}}, {{input.Position}}.xy * {{input.Tile}});
|
|
726
|
-
|
|
727
|
-
vec4 {{output.RGBA}} = xProject * blending.x + yProject * blending.y + zProject * blending.z;
|
|
728
|
-
|
|
729
|
-
|
|
730
|
-
|
|
731
|
-
|
|
732
|
-
|
|
733
|
-
|
|
734
|
-
|
|
735
|
-
|
|
736
|
-
|
|
737
|
-
|
|
738
|
-
|
|
739
|
-
|
|
740
|
-
|
|
741
|
-
|
|
742
|
-
|
|
743
|
-
|
|
744
|
-
|
|
745
|
-
|
|
746
|
-
|
|
747
|
-
|
|
748
|
-
|
|
749
|
-
|
|
750
|
-
|
|
751
|
-
|
|
752
|
-
|
|
753
|
-
|
|
754
|
-
vec2 uvCentered = {{input.UV}} - {{input.Center}};
|
|
755
|
-
float c = cos({{input.Rotation}});
|
|
756
|
-
float s = sin({{input.Rotation}});
|
|
757
|
-
vec2 {{output.Out}} = vec2(uvCentered.x * c - uvCentered.y * s, uvCentered.x * s + uvCentered.y * c) + {{input.Center}};
|
|
758
|
-
|
|
759
|
-
|
|
760
|
-
|
|
761
|
-
|
|
762
|
-
|
|
763
|
-
|
|
764
|
-
|
|
765
|
-
|
|
766
|
-
|
|
767
|
-
|
|
768
|
-
|
|
769
|
-
|
|
770
|
-
|
|
771
|
-
|
|
772
|
-
|
|
773
|
-
float tile = floor({{input.Tile}});
|
|
774
|
-
float invWidth = 1.0 / {{input.Width}};
|
|
775
|
-
float invHeight = 1.0 / {{input.Height}};
|
|
776
|
-
float tileX = mod(tile, {{input.Width}});
|
|
777
|
-
float tileY = floor(tile * invWidth);
|
|
778
|
-
vec2 {{output.Out}} = ({{input.UV}} + vec2(tileX, tileY)) * vec2(invWidth, invHeight);
|
|
779
|
-
|
|
780
|
-
|
|
781
|
-
|
|
782
|
-
|
|
783
|
-
|
|
784
|
-
|
|
785
|
-
|
|
786
|
-
|
|
787
|
-
|
|
788
|
-
|
|
789
|
-
|
|
790
|
-
|
|
791
|
-
|
|
792
|
-
|
|
793
|
-
vec2 delta = {{input.UV}} - {{input.Center}};
|
|
794
|
-
float radius = length(delta) * 2.0 * {{input.LengthScale}};
|
|
795
|
-
float angle = atan(delta.y, delta.x) / 6.283185 + 0.5;
|
|
796
|
-
vec2 {{output.Out}} = vec2(radius, angle * {{input.RadialScale}});
|
|
797
|
-
|
|
798
|
-
|
|
799
|
-
|
|
800
|
-
|
|
801
|
-
|
|
802
|
-
|
|
803
|
-
|
|
804
|
-
|
|
805
|
-
|
|
806
|
-
|
|
807
|
-
|
|
808
|
-
|
|
809
|
-
|
|
810
|
-
|
|
811
|
-
vec2 delta = {{input.UV}} - {{input.Center}};
|
|
812
|
-
float dist = length(delta);
|
|
813
|
-
float factor = 1.0 + dist * dist * {{input.Strength}};
|
|
814
|
-
vec2 {{output.Out}} = {{input.Center}} + delta / factor + {{input.Offset}};
|
|
815
|
-
|
|
816
|
-
|
|
817
|
-
|
|
818
|
-
|
|
819
|
-
|
|
820
|
-
|
|
821
|
-
|
|
822
|
-
|
|
823
|
-
|
|
824
|
-
|
|
825
|
-
|
|
826
|
-
|
|
827
|
-
|
|
828
|
-
|
|
829
|
-
vec2 delta = {{input.UV}} - {{input.Center}};
|
|
830
|
-
float dist = length(delta);
|
|
831
|
-
float angle = {{input.Strength}} * dist;
|
|
832
|
-
float c = cos(angle);
|
|
833
|
-
float s = sin(angle);
|
|
834
|
-
vec2 {{output.Out}} = vec2(delta.x * c - delta.y * s, delta.x * s + delta.y * c) + {{input.Center}} + {{input.Offset}};
|
|
835
|
-
|
|
836
|
-
|
|
837
|
-
|
|
838
|
-
|
|
839
|
-
|
|
840
|
-
|
|
841
|
-
|
|
842
|
-
|
|
843
|
-
|
|
844
|
-
|
|
845
|
-
|
|
846
|
-
|
|
847
|
-
|
|
848
|
-
|
|
849
|
-
float h = {{input.Height}};
|
|
850
|
-
vec2 {{output.Out}} = {{input.UV}} - {{input.ViewDir}}.xy * (h * {{input.Amplitude}});
|
|
851
|
-
|
|
852
|
-
|
|
853
|
-
|
|
854
|
-
|
|
855
|
-
|
|
856
|
-
|
|
857
|
-
|
|
858
|
-
|
|
859
|
-
|
|
860
|
-
|
|
861
|
-
|
|
862
|
-
|
|
863
|
-
|
|
864
|
-
|
|
865
|
-
|
|
866
|
-
|
|
867
|
-
|
|
868
|
-
|
|
869
|
-
|
|
870
|
-
|
|
871
|
-
|
|
872
|
-
|
|
873
|
-
|
|
874
|
-
|
|
875
|
-
|
|
876
|
-
|
|
877
|
-
|
|
878
|
-
|
|
879
|
-
|
|
880
|
-
|
|
881
|
-
|
|
882
|
-
|
|
883
|
-
|
|
884
|
-
vec4 {{output.Out}};
|
|
885
|
-
// Blend mode logic here based on prop.Mode
|
|
886
|
-
{{output.Out}} = mix({{input.Base}}, {{input.Blend}}, {{input.Opacity}});
|
|
887
|
-
|
|
888
|
-
|
|
889
|
-
|
|
890
|
-
|
|
891
|
-
|
|
892
|
-
|
|
893
|
-
|
|
894
|
-
|
|
895
|
-
|
|
896
|
-
|
|
897
|
-
|
|
898
|
-
|
|
899
|
-
|
|
900
|
-
|
|
901
|
-
|
|
902
|
-
|
|
903
|
-
|
|
904
|
-
|
|
905
|
-
|
|
906
|
-
|
|
907
|
-
|
|
908
|
-
|
|
909
|
-
|
|
910
|
-
float luma = dot({{input.In}}, vec3(0.2126, 0.7152, 0.0722));
|
|
911
|
-
vec3 {{output.Out}} = mix(vec3(luma), {{input.In}}, {{input.Saturation}});
|
|
912
|
-
|
|
913
|
-
|
|
914
|
-
|
|
915
|
-
|
|
916
|
-
|
|
917
|
-
|
|
918
|
-
|
|
919
|
-
|
|
920
|
-
|
|
921
|
-
|
|
922
|
-
|
|
923
|
-
|
|
924
|
-
// RGB to HSV
|
|
925
|
-
vec3 hsvIn = {{input.In}};
|
|
926
|
-
float maxC = max(max(hsvIn.r, hsvIn.g), hsvIn.b);
|
|
927
|
-
float minC = min(min(hsvIn.r, hsvIn.g), hsvIn.b);
|
|
928
|
-
float delta = maxC - minC;
|
|
929
|
-
float h = 0.0;
|
|
930
|
-
if (delta > 0.0) {
|
|
931
|
-
if (maxC == hsvIn.r) h = mod((hsvIn.g - hsvIn.b) / delta, 6.0);
|
|
932
|
-
else if (maxC == hsvIn.g) h = (hsvIn.b - hsvIn.r) / delta + 2.0;
|
|
933
|
-
else h = (hsvIn.r - hsvIn.g) / delta + 4.0;
|
|
934
|
-
h /= 6.0;
|
|
935
|
-
}
|
|
936
|
-
float s = maxC > 0.0 ? delta / maxC : 0.0;
|
|
937
|
-
float v = maxC;
|
|
938
|
-
|
|
939
|
-
// Shift hue
|
|
940
|
-
h = fract(h + {{input.Offset}});
|
|
941
|
-
|
|
942
|
-
// HSV to RGB
|
|
943
|
-
float i = floor(h * 6.0);
|
|
944
|
-
float f = h * 6.0 - i;
|
|
945
|
-
float p = v * (1.0 - s);
|
|
946
|
-
float q = v * (1.0 - f * s);
|
|
947
|
-
float t = v * (1.0 - (1.0 - f) * s);
|
|
948
|
-
|
|
949
|
-
vec3 {{output.Out}};
|
|
950
|
-
int im = int(mod(i, 6.0));
|
|
951
|
-
if (im == 0) {{output.Out}} = vec3(v, t, p);
|
|
952
|
-
else if (im == 1) {{output.Out}} = vec3(q, v, p);
|
|
953
|
-
else if (im == 2) {{output.Out}} = vec3(p, v, t);
|
|
954
|
-
else if (im == 3) {{output.Out}} = vec3(p, q, v);
|
|
955
|
-
else if (im == 4) {{output.Out}} = vec3(t, p, v);
|
|
956
|
-
else {{output.Out}} = vec3(v, p, q);
|
|
957
|
-
|
|
958
|
-
|
|
959
|
-
|
|
960
|
-
|
|
961
|
-
|
|
962
|
-
|
|
963
|
-
|
|
964
|
-
|
|
965
|
-
|
|
966
|
-
|
|
967
|
-
|
|
968
|
-
|
|
969
|
-
|
|
970
|
-
|
|
971
|
-
|
|
972
|
-
|
|
973
|
-
|
|
974
|
-
|
|
975
|
-
|
|
976
|
-
|
|
977
|
-
|
|
978
|
-
|
|
979
|
-
|
|
980
|
-
|
|
981
|
-
float t = {{input.Temperature}};
|
|
982
|
-
float ti = {{input.Tint}};
|
|
983
|
-
vec3 {{output.Out}} = {{input.In}} + vec3(t, ti, -t);
|
|
984
|
-
|
|
985
|
-
|
|
986
|
-
|
|
987
|
-
|
|
988
|
-
|
|
989
|
-
|
|
990
|
-
|
|
991
|
-
|
|
992
|
-
|
|
993
|
-
|
|
994
|
-
|
|
995
|
-
|
|
996
|
-
|
|
997
|
-
|
|
998
|
-
vec3 {{output.Out}} = vec3(
|
|
999
|
-
dot({{input.In}}, vec3({{prop.Red}})),
|
|
1000
|
-
dot({{input.In}}, vec3({{prop.Green}})),
|
|
1001
|
-
dot({{input.In}}, vec3({{prop.Blue}}))
|
|
1002
|
-
);
|
|
1003
|
-
|
|
1004
|
-
|
|
1005
|
-
|
|
1006
|
-
|
|
1007
|
-
|
|
1008
|
-
|
|
1009
|
-
|
|
1010
|
-
|
|
1011
|
-
|
|
1012
|
-
|
|
1013
|
-
|
|
1014
|
-
|
|
1015
|
-
|
|
1016
|
-
|
|
1017
|
-
|
|
1018
|
-
vec3 lift = vec3({{prop.Lift}}.rgb);
|
|
1019
|
-
vec3 gamma = vec3({{prop.Gamma}}.rgb);
|
|
1020
|
-
vec3 gain = vec3({{prop.Gain}}.rgb);
|
|
1021
|
-
vec3 col = {{input.In}} * gain + lift;
|
|
1022
|
-
vec3 {{output.Out}} = pow(col, 1.0 / (gamma * 2.0));
|
|
1023
|
-
|
|
1024
|
-
|
|
1025
|
-
|
|
1026
|
-
|
|
1027
|
-
|
|
1028
|
-
|
|
1029
|
-
|
|
1030
|
-
|
|
1031
|
-
|
|
1032
|
-
|
|
1033
|
-
|
|
1034
|
-
|
|
1035
|
-
|
|
1036
|
-
|
|
1037
|
-
float ndotl = max(dot({{input.Normal}}, {{input.LightDir}}), 0.0);
|
|
1038
|
-
vec3 {{output.Out}} = {{input.LightColor}} * ndotl;
|
|
1039
|
-
|
|
1040
|
-
|
|
1041
|
-
|
|
1042
|
-
|
|
1043
|
-
|
|
1044
|
-
|
|
1045
|
-
|
|
1046
|
-
|
|
1047
|
-
|
|
1048
|
-
|
|
1049
|
-
|
|
1050
|
-
|
|
1051
|
-
|
|
1052
|
-
|
|
1053
|
-
vec3 halfDir = normalize({{input.LightDir}} + {{input.ViewDir}});
|
|
1054
|
-
float ndoth = max(dot({{input.Normal}}, halfDir), 0.0);
|
|
1055
|
-
float spec = pow(ndoth, exp2(10.0 * {{input.Smoothness}} + 1.0));
|
|
1056
|
-
float {{output.Out}} = spec;
|
|
1057
|
-
|
|
1058
|
-
|
|
1059
|
-
|
|
1060
|
-
|
|
1061
|
-
|
|
1062
|
-
|
|
1063
|
-
|
|
1064
|
-
|
|
1065
|
-
|
|
1066
|
-
|
|
1067
|
-
|
|
1068
|
-
|
|
1069
|
-
|
|
1070
|
-
float ndotv = max(dot({{input.Normal}}, {{input.ViewDir}}), 0.0);
|
|
1071
|
-
float {{output.Out}} = pow(1.0 - ndotv, {{input.Power}});
|
|
1072
|
-
|
|
1073
|
-
|
|
1074
|
-
|
|
1075
|
-
|
|
1076
|
-
|
|
1077
|
-
|
|
1078
|
-
|
|
1079
|
-
|
|
1080
|
-
|
|
1081
|
-
|
|
1082
|
-
|
|
1083
|
-
|
|
1084
|
-
|
|
1085
|
-
|
|
1086
|
-
|
|
1087
|
-
|
|
1088
|
-
|
|
1089
|
-
|
|
1090
|
-
|
|
1091
|
-
|
|
1092
|
-
|
|
1093
|
-
|
|
1094
|
-
|
|
1095
|
-
|
|
1096
|
-
|
|
1097
|
-
vec2 p = {{input.UV}} * {{input.Scale}};
|
|
1098
|
-
float {{output.Out}} = fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
|
|
1099
|
-
|
|
1100
|
-
|
|
1101
|
-
|
|
1102
|
-
|
|
1103
|
-
|
|
1104
|
-
|
|
1105
|
-
|
|
1106
|
-
|
|
1107
|
-
|
|
1108
|
-
|
|
1109
|
-
|
|
1110
|
-
|
|
1111
|
-
// Simple gradient noise approximation
|
|
1112
|
-
vec2 p = {{input.UV}} * {{input.Scale}};
|
|
1113
|
-
vec2 i = floor(p);
|
|
1114
|
-
vec2 f = fract(p);
|
|
1115
|
-
f = f * f * (3.0 - 2.0 * f);
|
|
1116
|
-
|
|
1117
|
-
float a = fract(sin(dot(i, vec2(12.9898, 78.233))) * 43758.5453);
|
|
1118
|
-
float b = fract(sin(dot(i + vec2(1.0, 0.0), vec2(12.9898, 78.233))) * 43758.5453);
|
|
1119
|
-
float c = fract(sin(dot(i + vec2(0.0, 1.0), vec2(12.9898, 78.233))) * 43758.5453);
|
|
1120
|
-
float d = fract(sin(dot(i + vec2(1.0, 1.0), vec2(12.9898, 78.233))) * 43758.5453);
|
|
1121
|
-
|
|
1122
|
-
float {{output.Out}} = mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
|
|
1123
|
-
|
|
1124
|
-
|
|
1125
|
-
|
|
1126
|
-
|
|
1127
|
-
|
|
1128
|
-
|
|
1129
|
-
|
|
1130
|
-
|
|
1131
|
-
|
|
1132
|
-
|
|
1133
|
-
|
|
1134
|
-
|
|
1135
|
-
|
|
1136
|
-
|
|
1137
|
-
|
|
1138
|
-
|
|
1139
|
-
vec2 p = {{input.UV}} * {{input.Scale}};
|
|
1140
|
-
vec2 n = floor(p);
|
|
1141
|
-
vec2 f = fract(p);
|
|
1142
|
-
|
|
1143
|
-
float minDist = 1.0;
|
|
1144
|
-
vec2 minCell = vec2(0.0);
|
|
1145
|
-
|
|
1146
|
-
for (int j = -1; j <= 1; j++) {
|
|
1147
|
-
for (int i = -1; i <= 1; i++) {
|
|
1148
|
-
vec2 g = vec2(float(i), float(j));
|
|
1149
|
-
vec2 o = fract(sin(vec2(dot(n + g, vec2(12.9898, 78.233)), dot(n + g, vec2(23.4321, 14.5678)))) * 43758.5453);
|
|
1150
|
-
vec2 r = g + o - f;
|
|
1151
|
-
float d = dot(r, r);
|
|
1152
|
-
if (d < minDist) {
|
|
1153
|
-
minDist = d;
|
|
1154
|
-
minCell = n + g + o;
|
|
1155
|
-
}
|
|
1156
|
-
}
|
|
1157
|
-
}
|
|
1158
|
-
|
|
1159
|
-
float {{output.Out}} = minDist;
|
|
1160
|
-
float {{output.Cells}} = fract(sin(dot(minCell, vec2(12.9898, 78.233))) * 43758.5453);
|
|
1161
|
-
|
|
1162
|
-
|
|
1163
|
-
|
|
1164
|
-
|
|
1165
|
-
|
|
1166
|
-
|
|
1167
|
-
|
|
1168
|
-
|
|
1169
|
-
|
|
1170
|
-
|
|
1171
|
-
|
|
1172
|
-
|
|
1173
|
-
|
|
1174
|
-
|
|
1175
|
-
|
|
1176
|
-
|
|
1177
|
-
vec2 uv = {{input.UV}} * {{input.Frequency}};
|
|
1178
|
-
float c = mod(floor(uv.x) + floor(uv.y), 2.0);
|
|
1179
|
-
float {{output.Out}} = c;
|
|
1180
|
-
|
|
1181
|
-
|
|
1182
|
-
|
|
1183
|
-
|
|
1184
|
-
|
|
1185
|
-
|
|
1186
|
-
|
|
1187
|
-
|
|
1188
|
-
|
|
1189
|
-
|
|
1190
|
-
|
|
1191
|
-
|
|
1192
|
-
|
|
1193
|
-
vec2 d = {{input.UV}} - 0.5;
|
|
1194
|
-
d.x /= {{input.Width}};
|
|
1195
|
-
d.y /= {{input.Height}};
|
|
1196
|
-
float {{output.Out}} = 1.0 - smoothstep(0.5, 0.51, length(d));
|
|
1197
|
-
|
|
1198
|
-
|
|
1199
|
-
|
|
1200
|
-
|
|
1201
|
-
|
|
1202
|
-
|
|
1203
|
-
|
|
1204
|
-
|
|
1205
|
-
|
|
1206
|
-
|
|
1207
|
-
|
|
1208
|
-
|
|
1209
|
-
|
|
1210
|
-
vec2 d = abs({{input.UV}} - 0.5);
|
|
1211
|
-
float {{output.Out}} = 1.0 - smoothstep(0.0, 0.01, max(d.x - {{input.Width}} * 0.5, d.y - {{input.Height}} * 0.5));
|
|
1212
|
-
|
|
1213
|
-
|
|
1214
|
-
|
|
1215
|
-
|
|
1216
|
-
|
|
1217
|
-
|
|
1218
|
-
|
|
1219
|
-
|
|
1220
|
-
|
|
1221
|
-
|
|
1222
|
-
|
|
1223
|
-
|
|
1224
|
-
|
|
1225
|
-
|
|
1226
|
-
vec2 d = abs({{input.UV}} - 0.5) - vec2({{input.Width}}, {{input.Height}}) * 0.5 + {{input.Radius}};
|
|
1227
|
-
float {{output.Out}} = 1.0 - smoothstep(0.0, 0.01, length(max(d, 0.0)) - {{input.Radius}});
|
|
1228
|
-
|
|
1229
|
-
|
|
1230
|
-
|
|
1231
|
-
|
|
1232
|
-
|
|
1233
|
-
|
|
1234
|
-
|
|
1235
|
-
|
|
1236
|
-
|
|
1237
|
-
|
|
1238
|
-
|
|
1239
|
-
|
|
1240
|
-
|
|
1241
|
-
|
|
1242
|
-
vec2 d = {{input.UV}} - 0.5;
|
|
1243
|
-
float angle = atan(d.y, d.x);
|
|
1244
|
-
float slice = 6.283185 / {{input.Sides}};
|
|
1245
|
-
float dist = cos(floor(0.5 + angle / slice) * slice - angle) * length(d * 2.0 / vec2({{input.Width}}, {{input.Height}}));
|
|
1246
|
-
float {{output.Out}} = 1.0 - smoothstep(1.0, 1.01, dist);
|
|
1247
|
-
|
|
1248
|
-
|
|
1249
|
-
|
|
1250
|
-
|
|
1251
|
-
|
|
1252
|
-
|
|
1253
|
-
|
|
1254
|
-
|
|
1255
|
-
|
|
1256
|
-
|
|
1257
|
-
|
|
1258
|
-
|
|
1259
|
-
|
|
1260
|
-
|
|
1261
|
-
|
|
1262
|
-
|
|
1263
|
-
|
|
1264
|
-
|
|
1265
|
-
|
|
1266
|
-
|
|
1267
|
-
|
|
1268
|
-
// PBR output
|
|
1269
|
-
gl_FragColor = vec4({{input.Albedo}}, {{input.Alpha}});
|
|
1270
|
-
|
|
1271
|
-
// Normal output
|
|
1272
|
-
normalOutput = {{input.Normal}};
|
|
1273
|
-
|
|
1274
|
-
// Material properties
|
|
1275
|
-
metallicOutput = {{input.Metallic}};
|
|
1276
|
-
smoothnessOutput = {{input.Smoothness}};
|
|
1277
|
-
aoOutput = {{input.AO}};
|
|
1278
|
-
emissionOutput = {{input.Emission}};
|
|
1279
|
-
|
|
1280
|
-
// Alpha clip
|
|
1281
|
-
if ({{input.Alpha}} < {{input.AlphaClip}}) discard;
|
|
1282
|
-
|
|
1283
|
-
|
|
1284
|
-
|
|
1285
|
-
|
|
1286
|
-
|
|
1287
|
-
|
|
1288
|
-
|
|
1289
|
-
|
|
1290
|
-
|
|
1291
|
-
|
|
1292
|
-
|
|
1293
|
-
|
|
1294
|
-
|
|
1295
|
-
|
|
1296
|
-
|
|
1297
|
-
gl_FragColor = vec4({{input.Color}}, {{input.Alpha}});
|
|
1298
|
-
if ({{input.Alpha}} < {{input.AlphaClip}}) discard;
|
|
1299
|
-
|
|
1300
|
-
|
|
1301
|
-
|
|
1302
|
-
|
|
1303
|
-
|
|
1304
|
-
|
|
1305
|
-
|
|
1306
|
-
|
|
1307
|
-
|
|
1308
|
-
|
|
1309
|
-
|
|
1310
|
-
|
|
1311
|
-
|
|
1312
|
-
|
|
1313
|
-
|
|
1314
|
-
|
|
1315
|
-
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * vec4({{input.Position}}, 1.0);
|
|
1316
|
-
|
|
1317
|
-
|
|
4
|
+
// ─── Input Nodes ─────────────────────────────────────────
|
|
5
|
+
{
|
|
6
|
+
id: "position",
|
|
7
|
+
name: "Position",
|
|
8
|
+
category: "input",
|
|
9
|
+
description: "World/Object/View position",
|
|
10
|
+
inputs: [],
|
|
11
|
+
outputs: [
|
|
12
|
+
{ name: "World", type: "vec3" },
|
|
13
|
+
{ name: "Object", type: "vec3" },
|
|
14
|
+
{ name: "View", type: "vec3" },
|
|
15
|
+
{ name: "Tangent", type: "vec3" }
|
|
16
|
+
],
|
|
17
|
+
glsl: `
|
|
18
|
+
vec3 {{output.World}} = v_worldPosition;
|
|
19
|
+
vec3 {{output.Object}} = v_objectPosition;
|
|
20
|
+
vec3 {{output.View}} = v_viewPosition;
|
|
21
|
+
vec3 {{output.Tangent}} = v_tangent;
|
|
22
|
+
`
|
|
23
|
+
},
|
|
24
|
+
{
|
|
25
|
+
id: "normal",
|
|
26
|
+
name: "Normal",
|
|
27
|
+
category: "input",
|
|
28
|
+
description: "Surface normal vectors",
|
|
29
|
+
inputs: [],
|
|
30
|
+
outputs: [
|
|
31
|
+
{ name: "World", type: "vec3" },
|
|
32
|
+
{ name: "Object", type: "vec3" },
|
|
33
|
+
{ name: "View", type: "vec3" },
|
|
34
|
+
{ name: "Tangent", type: "vec3" }
|
|
35
|
+
],
|
|
36
|
+
glsl: `
|
|
37
|
+
vec3 {{output.World}} = normalize(v_worldNormal);
|
|
38
|
+
vec3 {{output.Object}} = normalize(v_objectNormal);
|
|
39
|
+
vec3 {{output.View}} = normalize(v_viewNormal);
|
|
40
|
+
vec3 {{output.Tangent}} = normalize(v_tangentNormal);
|
|
41
|
+
`
|
|
42
|
+
},
|
|
43
|
+
{
|
|
44
|
+
id: "uv",
|
|
45
|
+
name: "UV",
|
|
46
|
+
category: "input",
|
|
47
|
+
description: "Texture coordinates",
|
|
48
|
+
inputs: [],
|
|
49
|
+
outputs: [
|
|
50
|
+
{ name: "UV0", type: "vec2" },
|
|
51
|
+
{ name: "UV1", type: "vec2" },
|
|
52
|
+
{ name: "UV2", type: "vec2" },
|
|
53
|
+
{ name: "UV3", type: "vec2" }
|
|
54
|
+
],
|
|
55
|
+
glsl: `
|
|
56
|
+
vec2 {{output.UV0}} = v_uv0;
|
|
57
|
+
vec2 {{output.UV1}} = v_uv1;
|
|
58
|
+
vec2 {{output.UV2}} = v_uv2;
|
|
59
|
+
vec2 {{output.UV3}} = v_uv3;
|
|
60
|
+
`
|
|
61
|
+
},
|
|
62
|
+
{
|
|
63
|
+
id: "vertexColor",
|
|
64
|
+
name: "Vertex Color",
|
|
65
|
+
category: "input",
|
|
66
|
+
description: "Per-vertex color",
|
|
67
|
+
inputs: [],
|
|
68
|
+
outputs: [
|
|
69
|
+
{ name: "Color", type: "vec4" },
|
|
70
|
+
{ name: "R", type: "float" },
|
|
71
|
+
{ name: "G", type: "float" },
|
|
72
|
+
{ name: "B", type: "float" },
|
|
73
|
+
{ name: "A", type: "float" }
|
|
74
|
+
],
|
|
75
|
+
glsl: `
|
|
76
|
+
vec4 {{output.Color}} = v_color;
|
|
77
|
+
float {{output.R}} = v_color.r;
|
|
78
|
+
float {{output.G}} = v_color.g;
|
|
79
|
+
float {{output.B}} = v_color.b;
|
|
80
|
+
float {{output.A}} = v_color.a;
|
|
81
|
+
`
|
|
82
|
+
},
|
|
83
|
+
{
|
|
84
|
+
id: "time",
|
|
85
|
+
name: "Time",
|
|
86
|
+
category: "input",
|
|
87
|
+
description: "Time values for animation",
|
|
88
|
+
inputs: [],
|
|
89
|
+
outputs: [
|
|
90
|
+
{ name: "Time", type: "float" },
|
|
91
|
+
{ name: "SinTime", type: "float" },
|
|
92
|
+
{ name: "CosTime", type: "float" },
|
|
93
|
+
{ name: "DeltaTime", type: "float" },
|
|
94
|
+
{ name: "SmoothDelta", type: "float" }
|
|
95
|
+
],
|
|
96
|
+
glsl: `
|
|
97
|
+
float {{output.Time}} = u_time;
|
|
98
|
+
float {{output.SinTime}} = sin(u_time);
|
|
99
|
+
float {{output.CosTime}} = cos(u_time);
|
|
100
|
+
float {{output.DeltaTime}} = u_deltaTime;
|
|
101
|
+
float {{output.SmoothDelta}} = u_smoothDeltaTime;
|
|
102
|
+
`
|
|
103
|
+
},
|
|
104
|
+
{
|
|
105
|
+
id: "viewDirection",
|
|
106
|
+
name: "View Direction",
|
|
107
|
+
category: "input",
|
|
108
|
+
description: "Camera view direction",
|
|
109
|
+
inputs: [],
|
|
110
|
+
outputs: [
|
|
111
|
+
{ name: "World", type: "vec3" },
|
|
112
|
+
{ name: "Object", type: "vec3" },
|
|
113
|
+
{ name: "View", type: "vec3" }
|
|
114
|
+
],
|
|
115
|
+
glsl: `
|
|
116
|
+
vec3 {{output.World}} = normalize(u_cameraPosition - v_worldPosition);
|
|
117
|
+
vec3 {{output.Object}} = (u_worldToObject * vec4({{output.World}}, 0.0)).xyz;
|
|
118
|
+
vec3 {{output.View}} = (u_viewMatrix * vec4({{output.World}}, 0.0)).xyz;
|
|
119
|
+
`
|
|
120
|
+
},
|
|
121
|
+
{
|
|
122
|
+
id: "cameraPosition",
|
|
123
|
+
name: "Camera Position",
|
|
124
|
+
category: "input",
|
|
125
|
+
inputs: [],
|
|
126
|
+
outputs: [{ name: "Position", type: "vec3" }],
|
|
127
|
+
glsl: `vec3 {{output.Position}} = u_cameraPosition;`
|
|
128
|
+
},
|
|
129
|
+
{
|
|
130
|
+
id: "screenPosition",
|
|
131
|
+
name: "Screen Position",
|
|
132
|
+
category: "input",
|
|
133
|
+
inputs: [],
|
|
134
|
+
outputs: [
|
|
135
|
+
{ name: "Default", type: "vec4" },
|
|
136
|
+
{ name: "Raw", type: "vec4" },
|
|
137
|
+
{ name: "Center", type: "vec2" },
|
|
138
|
+
{ name: "Tiled", type: "vec2" }
|
|
139
|
+
],
|
|
140
|
+
glsl: `
|
|
141
|
+
vec4 {{output.Default}} = gl_FragCoord;
|
|
142
|
+
vec4 {{output.Raw}} = gl_FragCoord;
|
|
143
|
+
vec2 {{output.Center}} = gl_FragCoord.xy / u_resolution - 0.5;
|
|
144
|
+
vec2 {{output.Tiled}} = fract(gl_FragCoord.xy / 256.0);
|
|
145
|
+
`
|
|
146
|
+
},
|
|
147
|
+
{
|
|
148
|
+
id: "constant",
|
|
149
|
+
name: "Constant",
|
|
150
|
+
category: "input",
|
|
151
|
+
description: "Constant value",
|
|
152
|
+
inputs: [],
|
|
153
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
154
|
+
properties: [{ name: "Value", type: "float", default: 0 }],
|
|
155
|
+
glsl: `float {{output.Out}} = {{prop.Value}};`
|
|
156
|
+
},
|
|
157
|
+
{
|
|
158
|
+
id: "color",
|
|
159
|
+
name: "Color",
|
|
160
|
+
category: "input",
|
|
161
|
+
description: "Color constant",
|
|
162
|
+
inputs: [],
|
|
163
|
+
outputs: [
|
|
164
|
+
{ name: "Out", type: "vec4" },
|
|
165
|
+
{ name: "RGB", type: "vec3" },
|
|
166
|
+
{ name: "R", type: "float" },
|
|
167
|
+
{ name: "G", type: "float" },
|
|
168
|
+
{ name: "B", type: "float" },
|
|
169
|
+
{ name: "A", type: "float" }
|
|
170
|
+
],
|
|
171
|
+
properties: [{ name: "Color", type: "color", default: [1, 1, 1, 1] }],
|
|
172
|
+
glsl: `
|
|
173
|
+
vec4 {{output.Out}} = vec4({{prop.Color}});
|
|
174
|
+
vec3 {{output.RGB}} = {{output.Out}}.rgb;
|
|
175
|
+
float {{output.R}} = {{output.Out}}.r;
|
|
176
|
+
float {{output.G}} = {{output.Out}}.g;
|
|
177
|
+
float {{output.B}} = {{output.Out}}.b;
|
|
178
|
+
float {{output.A}} = {{output.Out}}.a;
|
|
179
|
+
`
|
|
180
|
+
},
|
|
181
|
+
{
|
|
182
|
+
id: "vector2",
|
|
183
|
+
name: "Vector 2",
|
|
184
|
+
category: "input",
|
|
185
|
+
inputs: [],
|
|
186
|
+
outputs: [{ name: "Out", type: "vec2" }],
|
|
187
|
+
properties: [{ name: "Value", type: "vec2", default: [0, 0] }],
|
|
188
|
+
glsl: `vec2 {{output.Out}} = vec2({{prop.Value}});`
|
|
189
|
+
},
|
|
190
|
+
{
|
|
191
|
+
id: "vector3",
|
|
192
|
+
name: "Vector 3",
|
|
193
|
+
category: "input",
|
|
194
|
+
inputs: [],
|
|
195
|
+
outputs: [{ name: "Out", type: "vec3" }],
|
|
196
|
+
properties: [{ name: "Value", type: "vec3", default: [0, 0, 0] }],
|
|
197
|
+
glsl: `vec3 {{output.Out}} = vec3({{prop.Value}});`
|
|
198
|
+
},
|
|
199
|
+
{
|
|
200
|
+
id: "vector4",
|
|
201
|
+
name: "Vector 4",
|
|
202
|
+
category: "input",
|
|
203
|
+
inputs: [],
|
|
204
|
+
outputs: [{ name: "Out", type: "vec4" }],
|
|
205
|
+
properties: [{ name: "Value", type: "vec4", default: [0, 0, 0, 0] }],
|
|
206
|
+
glsl: `vec4 {{output.Out}} = vec4({{prop.Value}});`
|
|
207
|
+
},
|
|
208
|
+
// ─── Math Nodes ──────────────────────────────────────────
|
|
209
|
+
{
|
|
210
|
+
id: "add",
|
|
211
|
+
name: "Add",
|
|
212
|
+
category: "math",
|
|
213
|
+
inputs: [
|
|
214
|
+
{ name: "A", type: "float", default: 0 },
|
|
215
|
+
{ name: "B", type: "float", default: 0 }
|
|
216
|
+
],
|
|
217
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
218
|
+
glsl: `float {{output.Out}} = {{input.A}} + {{input.B}};`
|
|
219
|
+
},
|
|
220
|
+
{
|
|
221
|
+
id: "subtract",
|
|
222
|
+
name: "Subtract",
|
|
223
|
+
category: "math",
|
|
224
|
+
inputs: [
|
|
225
|
+
{ name: "A", type: "float", default: 0 },
|
|
226
|
+
{ name: "B", type: "float", default: 0 }
|
|
227
|
+
],
|
|
228
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
229
|
+
glsl: `float {{output.Out}} = {{input.A}} - {{input.B}};`
|
|
230
|
+
},
|
|
231
|
+
{
|
|
232
|
+
id: "multiply",
|
|
233
|
+
name: "Multiply",
|
|
234
|
+
category: "math",
|
|
235
|
+
inputs: [
|
|
236
|
+
{ name: "A", type: "float", default: 1 },
|
|
237
|
+
{ name: "B", type: "float", default: 1 }
|
|
238
|
+
],
|
|
239
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
240
|
+
glsl: `float {{output.Out}} = {{input.A}} * {{input.B}};`
|
|
241
|
+
},
|
|
242
|
+
{
|
|
243
|
+
id: "divide",
|
|
244
|
+
name: "Divide",
|
|
245
|
+
category: "math",
|
|
246
|
+
inputs: [
|
|
247
|
+
{ name: "A", type: "float", default: 1 },
|
|
248
|
+
{ name: "B", type: "float", default: 1 }
|
|
249
|
+
],
|
|
250
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
251
|
+
glsl: `float {{output.Out}} = {{input.A}} / max({{input.B}}, 0.0001);`
|
|
252
|
+
},
|
|
253
|
+
{
|
|
254
|
+
id: "power",
|
|
255
|
+
name: "Power",
|
|
256
|
+
category: "math",
|
|
257
|
+
inputs: [
|
|
258
|
+
{ name: "Base", type: "float", default: 2 },
|
|
259
|
+
{ name: "Exp", type: "float", default: 2 }
|
|
260
|
+
],
|
|
261
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
262
|
+
glsl: `float {{output.Out}} = pow({{input.Base}}, {{input.Exp}});`
|
|
263
|
+
},
|
|
264
|
+
{
|
|
265
|
+
id: "sqrt",
|
|
266
|
+
name: "Square Root",
|
|
267
|
+
category: "math",
|
|
268
|
+
inputs: [{ name: "In", type: "float", default: 1 }],
|
|
269
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
270
|
+
glsl: `float {{output.Out}} = sqrt(max({{input.In}}, 0.0));`
|
|
271
|
+
},
|
|
272
|
+
{
|
|
273
|
+
id: "abs",
|
|
274
|
+
name: "Absolute",
|
|
275
|
+
category: "math",
|
|
276
|
+
inputs: [{ name: "In", type: "float", default: 0 }],
|
|
277
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
278
|
+
glsl: `float {{output.Out}} = abs({{input.In}});`
|
|
279
|
+
},
|
|
280
|
+
{
|
|
281
|
+
id: "negate",
|
|
282
|
+
name: "Negate",
|
|
283
|
+
category: "math",
|
|
284
|
+
inputs: [{ name: "In", type: "float", default: 0 }],
|
|
285
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
286
|
+
glsl: `float {{output.Out}} = -{{input.In}};`
|
|
287
|
+
},
|
|
288
|
+
{
|
|
289
|
+
id: "min",
|
|
290
|
+
name: "Minimum",
|
|
291
|
+
category: "math",
|
|
292
|
+
inputs: [
|
|
293
|
+
{ name: "A", type: "float", default: 0 },
|
|
294
|
+
{ name: "B", type: "float", default: 0 }
|
|
295
|
+
],
|
|
296
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
297
|
+
glsl: `float {{output.Out}} = min({{input.A}}, {{input.B}});`
|
|
298
|
+
},
|
|
299
|
+
{
|
|
300
|
+
id: "max",
|
|
301
|
+
name: "Maximum",
|
|
302
|
+
category: "math",
|
|
303
|
+
inputs: [
|
|
304
|
+
{ name: "A", type: "float", default: 0 },
|
|
305
|
+
{ name: "B", type: "float", default: 0 }
|
|
306
|
+
],
|
|
307
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
308
|
+
glsl: `float {{output.Out}} = max({{input.A}}, {{input.B}});`
|
|
309
|
+
},
|
|
310
|
+
{
|
|
311
|
+
id: "clamp",
|
|
312
|
+
name: "Clamp",
|
|
313
|
+
category: "math",
|
|
314
|
+
inputs: [
|
|
315
|
+
{ name: "In", type: "float", default: 0 },
|
|
316
|
+
{ name: "Min", type: "float", default: 0 },
|
|
317
|
+
{ name: "Max", type: "float", default: 1 }
|
|
318
|
+
],
|
|
319
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
320
|
+
glsl: `float {{output.Out}} = clamp({{input.In}}, {{input.Min}}, {{input.Max}});`
|
|
321
|
+
},
|
|
322
|
+
{
|
|
323
|
+
id: "saturate",
|
|
324
|
+
name: "Saturate",
|
|
325
|
+
category: "math",
|
|
326
|
+
description: "Clamp to 0-1 range",
|
|
327
|
+
inputs: [{ name: "In", type: "float", default: 0 }],
|
|
328
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
329
|
+
glsl: `float {{output.Out}} = clamp({{input.In}}, 0.0, 1.0);`
|
|
330
|
+
},
|
|
331
|
+
{
|
|
332
|
+
id: "lerp",
|
|
333
|
+
name: "Lerp",
|
|
334
|
+
category: "math",
|
|
335
|
+
description: "Linear interpolation",
|
|
336
|
+
inputs: [
|
|
337
|
+
{ name: "A", type: "float", default: 0 },
|
|
338
|
+
{ name: "B", type: "float", default: 1 },
|
|
339
|
+
{ name: "T", type: "float", default: 0.5 }
|
|
340
|
+
],
|
|
341
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
342
|
+
glsl: `float {{output.Out}} = mix({{input.A}}, {{input.B}}, {{input.T}});`
|
|
343
|
+
},
|
|
344
|
+
{
|
|
345
|
+
id: "smoothstep",
|
|
346
|
+
name: "Smoothstep",
|
|
347
|
+
category: "math",
|
|
348
|
+
inputs: [
|
|
349
|
+
{ name: "Edge0", type: "float", default: 0 },
|
|
350
|
+
{ name: "Edge1", type: "float", default: 1 },
|
|
351
|
+
{ name: "In", type: "float", default: 0.5 }
|
|
352
|
+
],
|
|
353
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
354
|
+
glsl: `float {{output.Out}} = smoothstep({{input.Edge0}}, {{input.Edge1}}, {{input.In}});`
|
|
355
|
+
},
|
|
356
|
+
{
|
|
357
|
+
id: "step",
|
|
358
|
+
name: "Step",
|
|
359
|
+
category: "math",
|
|
360
|
+
inputs: [
|
|
361
|
+
{ name: "Edge", type: "float", default: 0.5 },
|
|
362
|
+
{ name: "In", type: "float", default: 0 }
|
|
363
|
+
],
|
|
364
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
365
|
+
glsl: `float {{output.Out}} = step({{input.Edge}}, {{input.In}});`
|
|
366
|
+
},
|
|
367
|
+
{
|
|
368
|
+
id: "floor",
|
|
369
|
+
name: "Floor",
|
|
370
|
+
category: "math",
|
|
371
|
+
inputs: [{ name: "In", type: "float", default: 0 }],
|
|
372
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
373
|
+
glsl: `float {{output.Out}} = floor({{input.In}});`
|
|
374
|
+
},
|
|
375
|
+
{
|
|
376
|
+
id: "ceil",
|
|
377
|
+
name: "Ceiling",
|
|
378
|
+
category: "math",
|
|
379
|
+
inputs: [{ name: "In", type: "float", default: 0 }],
|
|
380
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
381
|
+
glsl: `float {{output.Out}} = ceil({{input.In}});`
|
|
382
|
+
},
|
|
383
|
+
{
|
|
384
|
+
id: "round",
|
|
385
|
+
name: "Round",
|
|
386
|
+
category: "math",
|
|
387
|
+
inputs: [{ name: "In", type: "float", default: 0 }],
|
|
388
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
389
|
+
glsl: `float {{output.Out}} = floor({{input.In}} + 0.5);`
|
|
390
|
+
},
|
|
391
|
+
{
|
|
392
|
+
id: "frac",
|
|
393
|
+
name: "Fraction",
|
|
394
|
+
category: "math",
|
|
395
|
+
inputs: [{ name: "In", type: "float", default: 0 }],
|
|
396
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
397
|
+
glsl: `float {{output.Out}} = fract({{input.In}});`
|
|
398
|
+
},
|
|
399
|
+
{
|
|
400
|
+
id: "mod",
|
|
401
|
+
name: "Modulo",
|
|
402
|
+
category: "math",
|
|
403
|
+
inputs: [
|
|
404
|
+
{ name: "A", type: "float", default: 0 },
|
|
405
|
+
{ name: "B", type: "float", default: 1 }
|
|
406
|
+
],
|
|
407
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
408
|
+
glsl: `float {{output.Out}} = mod({{input.A}}, {{input.B}});`
|
|
409
|
+
},
|
|
410
|
+
{
|
|
411
|
+
id: "sin",
|
|
412
|
+
name: "Sine",
|
|
413
|
+
category: "math",
|
|
414
|
+
inputs: [{ name: "In", type: "float", default: 0 }],
|
|
415
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
416
|
+
glsl: `float {{output.Out}} = sin({{input.In}});`
|
|
417
|
+
},
|
|
418
|
+
{
|
|
419
|
+
id: "cos",
|
|
420
|
+
name: "Cosine",
|
|
421
|
+
category: "math",
|
|
422
|
+
inputs: [{ name: "In", type: "float", default: 0 }],
|
|
423
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
424
|
+
glsl: `float {{output.Out}} = cos({{input.In}});`
|
|
425
|
+
},
|
|
426
|
+
{
|
|
427
|
+
id: "tan",
|
|
428
|
+
name: "Tangent",
|
|
429
|
+
category: "math",
|
|
430
|
+
inputs: [{ name: "In", type: "float", default: 0 }],
|
|
431
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
432
|
+
glsl: `float {{output.Out}} = tan({{input.In}});`
|
|
433
|
+
},
|
|
434
|
+
{
|
|
435
|
+
id: "asin",
|
|
436
|
+
name: "Arcsine",
|
|
437
|
+
category: "math",
|
|
438
|
+
inputs: [{ name: "In", type: "float", default: 0 }],
|
|
439
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
440
|
+
glsl: `float {{output.Out}} = asin(clamp({{input.In}}, -1.0, 1.0));`
|
|
441
|
+
},
|
|
442
|
+
{
|
|
443
|
+
id: "acos",
|
|
444
|
+
name: "Arccosine",
|
|
445
|
+
category: "math",
|
|
446
|
+
inputs: [{ name: "In", type: "float", default: 0 }],
|
|
447
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
448
|
+
glsl: `float {{output.Out}} = acos(clamp({{input.In}}, -1.0, 1.0));`
|
|
449
|
+
},
|
|
450
|
+
{
|
|
451
|
+
id: "atan",
|
|
452
|
+
name: "Arctangent",
|
|
453
|
+
category: "math",
|
|
454
|
+
inputs: [{ name: "In", type: "float", default: 0 }],
|
|
455
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
456
|
+
glsl: `float {{output.Out}} = atan({{input.In}});`
|
|
457
|
+
},
|
|
458
|
+
{
|
|
459
|
+
id: "atan2",
|
|
460
|
+
name: "Arctangent2",
|
|
461
|
+
category: "math",
|
|
462
|
+
inputs: [
|
|
463
|
+
{ name: "Y", type: "float", default: 0 },
|
|
464
|
+
{ name: "X", type: "float", default: 1 }
|
|
465
|
+
],
|
|
466
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
467
|
+
glsl: `float {{output.Out}} = atan({{input.Y}}, {{input.X}});`
|
|
468
|
+
},
|
|
469
|
+
{
|
|
470
|
+
id: "exp",
|
|
471
|
+
name: "Exponential",
|
|
472
|
+
category: "math",
|
|
473
|
+
inputs: [{ name: "In", type: "float", default: 0 }],
|
|
474
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
475
|
+
glsl: `float {{output.Out}} = exp({{input.In}});`
|
|
476
|
+
},
|
|
477
|
+
{
|
|
478
|
+
id: "exp2",
|
|
479
|
+
name: "Exponential 2",
|
|
480
|
+
category: "math",
|
|
481
|
+
inputs: [{ name: "In", type: "float", default: 0 }],
|
|
482
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
483
|
+
glsl: `float {{output.Out}} = exp2({{input.In}});`
|
|
484
|
+
},
|
|
485
|
+
{
|
|
486
|
+
id: "log",
|
|
487
|
+
name: "Logarithm",
|
|
488
|
+
category: "math",
|
|
489
|
+
inputs: [{ name: "In", type: "float", default: 1 }],
|
|
490
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
491
|
+
glsl: `float {{output.Out}} = log(max({{input.In}}, 0.0001));`
|
|
492
|
+
},
|
|
493
|
+
{
|
|
494
|
+
id: "log2",
|
|
495
|
+
name: "Logarithm 2",
|
|
496
|
+
category: "math",
|
|
497
|
+
inputs: [{ name: "In", type: "float", default: 1 }],
|
|
498
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
499
|
+
glsl: `float {{output.Out}} = log2(max({{input.In}}, 0.0001));`
|
|
500
|
+
},
|
|
501
|
+
{
|
|
502
|
+
id: "oneMinus",
|
|
503
|
+
name: "One Minus",
|
|
504
|
+
category: "math",
|
|
505
|
+
inputs: [{ name: "In", type: "float", default: 0 }],
|
|
506
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
507
|
+
glsl: `float {{output.Out}} = 1.0 - {{input.In}};`
|
|
508
|
+
},
|
|
509
|
+
{
|
|
510
|
+
id: "remap",
|
|
511
|
+
name: "Remap",
|
|
512
|
+
category: "math",
|
|
513
|
+
description: "Remap value from one range to another",
|
|
514
|
+
inputs: [
|
|
515
|
+
{ name: "In", type: "float", default: 0 },
|
|
516
|
+
{ name: "InMin", type: "float", default: 0 },
|
|
517
|
+
{ name: "InMax", type: "float", default: 1 },
|
|
518
|
+
{ name: "OutMin", type: "float", default: 0 },
|
|
519
|
+
{ name: "OutMax", type: "float", default: 1 }
|
|
520
|
+
],
|
|
521
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
522
|
+
glsl: `
|
|
523
|
+
float {{output.Out}} = {{input.OutMin}} + ({{input.In}} - {{input.InMin}}) * ({{input.OutMax}} - {{input.OutMin}}) / ({{input.InMax}} - {{input.InMin}});
|
|
524
|
+
`
|
|
525
|
+
},
|
|
526
|
+
// ─── Vector Nodes ────────────────────────────────────────
|
|
527
|
+
{
|
|
528
|
+
id: "vectorSplit",
|
|
529
|
+
name: "Split",
|
|
530
|
+
category: "vector",
|
|
531
|
+
description: "Split vector into components",
|
|
532
|
+
inputs: [{ name: "In", type: "vec4", default: [0, 0, 0, 0] }],
|
|
533
|
+
outputs: [
|
|
534
|
+
{ name: "X", type: "float" },
|
|
535
|
+
{ name: "Y", type: "float" },
|
|
536
|
+
{ name: "Z", type: "float" },
|
|
537
|
+
{ name: "W", type: "float" }
|
|
538
|
+
],
|
|
539
|
+
glsl: `
|
|
540
|
+
float {{output.X}} = {{input.In}}.x;
|
|
541
|
+
float {{output.Y}} = {{input.In}}.y;
|
|
542
|
+
float {{output.Z}} = {{input.In}}.z;
|
|
543
|
+
float {{output.W}} = {{input.In}}.w;
|
|
544
|
+
`
|
|
545
|
+
},
|
|
546
|
+
{
|
|
547
|
+
id: "vectorCombine",
|
|
548
|
+
name: "Combine",
|
|
549
|
+
category: "vector",
|
|
550
|
+
description: "Combine components into vector",
|
|
551
|
+
inputs: [
|
|
552
|
+
{ name: "X", type: "float", default: 0 },
|
|
553
|
+
{ name: "Y", type: "float", default: 0 },
|
|
554
|
+
{ name: "Z", type: "float", default: 0 },
|
|
555
|
+
{ name: "W", type: "float", default: 0 }
|
|
556
|
+
],
|
|
557
|
+
outputs: [
|
|
558
|
+
{ name: "XYZW", type: "vec4" },
|
|
559
|
+
{ name: "XYZ", type: "vec3" },
|
|
560
|
+
{ name: "XY", type: "vec2" }
|
|
561
|
+
],
|
|
562
|
+
glsl: `
|
|
563
|
+
vec4 {{output.XYZW}} = vec4({{input.X}}, {{input.Y}}, {{input.Z}}, {{input.W}});
|
|
564
|
+
vec3 {{output.XYZ}} = vec3({{input.X}}, {{input.Y}}, {{input.Z}});
|
|
565
|
+
vec2 {{output.XY}} = vec2({{input.X}}, {{input.Y}});
|
|
566
|
+
`
|
|
567
|
+
},
|
|
568
|
+
{
|
|
569
|
+
id: "dot",
|
|
570
|
+
name: "Dot Product",
|
|
571
|
+
category: "vector",
|
|
572
|
+
inputs: [
|
|
573
|
+
{ name: "A", type: "vec3", default: [1, 0, 0] },
|
|
574
|
+
{ name: "B", type: "vec3", default: [0, 1, 0] }
|
|
575
|
+
],
|
|
576
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
577
|
+
glsl: `float {{output.Out}} = dot({{input.A}}, {{input.B}});`
|
|
578
|
+
},
|
|
579
|
+
{
|
|
580
|
+
id: "cross",
|
|
581
|
+
name: "Cross Product",
|
|
582
|
+
category: "vector",
|
|
583
|
+
inputs: [
|
|
584
|
+
{ name: "A", type: "vec3", default: [1, 0, 0] },
|
|
585
|
+
{ name: "B", type: "vec3", default: [0, 1, 0] }
|
|
586
|
+
],
|
|
587
|
+
outputs: [{ name: "Out", type: "vec3" }],
|
|
588
|
+
glsl: `vec3 {{output.Out}} = cross({{input.A}}, {{input.B}});`
|
|
589
|
+
},
|
|
590
|
+
{
|
|
591
|
+
id: "normalize",
|
|
592
|
+
name: "Normalize",
|
|
593
|
+
category: "vector",
|
|
594
|
+
inputs: [{ name: "In", type: "vec3", default: [1, 0, 0] }],
|
|
595
|
+
outputs: [{ name: "Out", type: "vec3" }],
|
|
596
|
+
glsl: `vec3 {{output.Out}} = normalize({{input.In}});`
|
|
597
|
+
},
|
|
598
|
+
{
|
|
599
|
+
id: "length",
|
|
600
|
+
name: "Length",
|
|
601
|
+
category: "vector",
|
|
602
|
+
inputs: [{ name: "In", type: "vec3", default: [1, 0, 0] }],
|
|
603
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
604
|
+
glsl: `float {{output.Out}} = length({{input.In}});`
|
|
605
|
+
},
|
|
606
|
+
{
|
|
607
|
+
id: "distance",
|
|
608
|
+
name: "Distance",
|
|
609
|
+
category: "vector",
|
|
610
|
+
inputs: [
|
|
611
|
+
{ name: "A", type: "vec3", default: [0, 0, 0] },
|
|
612
|
+
{ name: "B", type: "vec3", default: [1, 0, 0] }
|
|
613
|
+
],
|
|
614
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
615
|
+
glsl: `float {{output.Out}} = distance({{input.A}}, {{input.B}});`
|
|
616
|
+
},
|
|
617
|
+
{
|
|
618
|
+
id: "reflect",
|
|
619
|
+
name: "Reflect",
|
|
620
|
+
category: "vector",
|
|
621
|
+
inputs: [
|
|
622
|
+
{ name: "In", type: "vec3", default: [1, 0, 0] },
|
|
623
|
+
{ name: "Normal", type: "vec3", default: [0, 1, 0] }
|
|
624
|
+
],
|
|
625
|
+
outputs: [{ name: "Out", type: "vec3" }],
|
|
626
|
+
glsl: `vec3 {{output.Out}} = reflect({{input.In}}, {{input.Normal}});`
|
|
627
|
+
},
|
|
628
|
+
{
|
|
629
|
+
id: "refract",
|
|
630
|
+
name: "Refract",
|
|
631
|
+
category: "vector",
|
|
632
|
+
inputs: [
|
|
633
|
+
{ name: "In", type: "vec3", default: [1, 0, 0] },
|
|
634
|
+
{ name: "Normal", type: "vec3", default: [0, 1, 0] },
|
|
635
|
+
{ name: "IOR", type: "float", default: 1.5 }
|
|
636
|
+
],
|
|
637
|
+
outputs: [{ name: "Out", type: "vec3" }],
|
|
638
|
+
glsl: `vec3 {{output.Out}} = refract({{input.In}}, {{input.Normal}}, 1.0 / {{input.IOR}});`
|
|
639
|
+
},
|
|
640
|
+
// ─── Texture Nodes ───────────────────────────────────────
|
|
641
|
+
{
|
|
642
|
+
id: "sampleTexture2D",
|
|
643
|
+
name: "Sample Texture 2D",
|
|
644
|
+
category: "texture",
|
|
645
|
+
inputs: [{ name: "UV", type: "vec2", default: [0, 0] }],
|
|
646
|
+
outputs: [
|
|
647
|
+
{ name: "RGBA", type: "vec4" },
|
|
648
|
+
{ name: "RGB", type: "vec3" },
|
|
649
|
+
{ name: "R", type: "float" },
|
|
650
|
+
{ name: "G", type: "float" },
|
|
651
|
+
{ name: "B", type: "float" },
|
|
652
|
+
{ name: "A", type: "float" }
|
|
653
|
+
],
|
|
654
|
+
properties: [{ name: "Texture", type: "texture", default: null }],
|
|
655
|
+
glsl: `
|
|
656
|
+
vec4 {{output.RGBA}} = texture({{prop.Texture}}, {{input.UV}});
|
|
657
|
+
vec3 {{output.RGB}} = {{output.RGBA}}.rgb;
|
|
658
|
+
float {{output.R}} = {{output.RGBA}}.r;
|
|
659
|
+
float {{output.G}} = {{output.RGBA}}.g;
|
|
660
|
+
float {{output.B}} = {{output.RGBA}}.b;
|
|
661
|
+
float {{output.A}} = {{output.RGBA}}.a;
|
|
662
|
+
`
|
|
663
|
+
},
|
|
664
|
+
{
|
|
665
|
+
id: "sampleNormalMap",
|
|
666
|
+
name: "Sample Normal Map",
|
|
667
|
+
category: "texture",
|
|
668
|
+
inputs: [
|
|
669
|
+
{ name: "UV", type: "vec2", default: [0, 0] },
|
|
670
|
+
{ name: "Strength", type: "float", default: 1 }
|
|
671
|
+
],
|
|
672
|
+
outputs: [{ name: "Normal", type: "vec3" }],
|
|
673
|
+
properties: [{ name: "Texture", type: "texture", default: null }],
|
|
674
|
+
glsl: `
|
|
675
|
+
vec3 normalSample = texture({{prop.Texture}}, {{input.UV}}).rgb * 2.0 - 1.0;
|
|
676
|
+
normalSample.xy *= {{input.Strength}};
|
|
677
|
+
vec3 {{output.Normal}} = normalize(normalSample);
|
|
678
|
+
`
|
|
679
|
+
},
|
|
680
|
+
{
|
|
681
|
+
id: "sampleCubemap",
|
|
682
|
+
name: "Sample Cubemap",
|
|
683
|
+
category: "texture",
|
|
684
|
+
inputs: [{ name: "Direction", type: "vec3", default: [0, 1, 0] }],
|
|
685
|
+
outputs: [{ name: "RGBA", type: "vec4" }],
|
|
686
|
+
properties: [{ name: "Cubemap", type: "texture", default: null }],
|
|
687
|
+
glsl: `vec4 {{output.RGBA}} = textureCube({{prop.Cubemap}}, {{input.Direction}});`
|
|
688
|
+
},
|
|
689
|
+
{
|
|
690
|
+
id: "triplanar",
|
|
691
|
+
name: "Triplanar Mapping",
|
|
692
|
+
category: "texture",
|
|
693
|
+
description: "Sample texture using world position and normal",
|
|
694
|
+
inputs: [
|
|
695
|
+
{ name: "Position", type: "vec3" },
|
|
696
|
+
{ name: "Normal", type: "vec3" },
|
|
697
|
+
{ name: "Tile", type: "float", default: 1 },
|
|
698
|
+
{ name: "Blend", type: "float", default: 1 }
|
|
699
|
+
],
|
|
700
|
+
outputs: [{ name: "RGBA", type: "vec4" }],
|
|
701
|
+
properties: [{ name: "Texture", type: "texture", default: null }],
|
|
702
|
+
glsl: `
|
|
703
|
+
vec3 blending = pow(abs({{input.Normal}}), vec3({{input.Blend}}));
|
|
704
|
+
blending /= dot(blending, vec3(1.0));
|
|
705
|
+
|
|
706
|
+
vec4 xProject = texture({{prop.Texture}}, {{input.Position}}.yz * {{input.Tile}});
|
|
707
|
+
vec4 yProject = texture({{prop.Texture}}, {{input.Position}}.xz * {{input.Tile}});
|
|
708
|
+
vec4 zProject = texture({{prop.Texture}}, {{input.Position}}.xy * {{input.Tile}});
|
|
709
|
+
|
|
710
|
+
vec4 {{output.RGBA}} = xProject * blending.x + yProject * blending.y + zProject * blending.z;
|
|
711
|
+
`
|
|
712
|
+
},
|
|
713
|
+
// ─── UV Nodes ────────────────────────────────────────────
|
|
714
|
+
{
|
|
715
|
+
id: "tiling",
|
|
716
|
+
name: "Tiling and Offset",
|
|
717
|
+
category: "uv",
|
|
718
|
+
inputs: [
|
|
719
|
+
{ name: "UV", type: "vec2", default: [0, 0] },
|
|
720
|
+
{ name: "Tiling", type: "vec2", default: [1, 1] },
|
|
721
|
+
{ name: "Offset", type: "vec2", default: [0, 0] }
|
|
722
|
+
],
|
|
723
|
+
outputs: [{ name: "Out", type: "vec2" }],
|
|
724
|
+
glsl: `vec2 {{output.Out}} = {{input.UV}} * {{input.Tiling}} + {{input.Offset}};`
|
|
725
|
+
},
|
|
726
|
+
{
|
|
727
|
+
id: "rotate",
|
|
728
|
+
name: "Rotate",
|
|
729
|
+
category: "uv",
|
|
730
|
+
inputs: [
|
|
731
|
+
{ name: "UV", type: "vec2", default: [0, 0] },
|
|
732
|
+
{ name: "Center", type: "vec2", default: [0.5, 0.5] },
|
|
733
|
+
{ name: "Rotation", type: "float", default: 0 }
|
|
734
|
+
],
|
|
735
|
+
outputs: [{ name: "Out", type: "vec2" }],
|
|
736
|
+
glsl: `
|
|
737
|
+
vec2 uvCentered = {{input.UV}} - {{input.Center}};
|
|
738
|
+
float c = cos({{input.Rotation}});
|
|
739
|
+
float s = sin({{input.Rotation}});
|
|
740
|
+
vec2 {{output.Out}} = vec2(uvCentered.x * c - uvCentered.y * s, uvCentered.x * s + uvCentered.y * c) + {{input.Center}};
|
|
741
|
+
`
|
|
742
|
+
},
|
|
743
|
+
{
|
|
744
|
+
id: "flipbook",
|
|
745
|
+
name: "Flipbook",
|
|
746
|
+
category: "uv",
|
|
747
|
+
description: "Animated sprite sheet UV",
|
|
748
|
+
inputs: [
|
|
749
|
+
{ name: "UV", type: "vec2", default: [0, 0] },
|
|
750
|
+
{ name: "Width", type: "float", default: 4 },
|
|
751
|
+
{ name: "Height", type: "float", default: 4 },
|
|
752
|
+
{ name: "Tile", type: "float", default: 0 }
|
|
753
|
+
],
|
|
754
|
+
outputs: [{ name: "Out", type: "vec2" }],
|
|
755
|
+
glsl: `
|
|
756
|
+
float tile = floor({{input.Tile}});
|
|
757
|
+
float invWidth = 1.0 / {{input.Width}};
|
|
758
|
+
float invHeight = 1.0 / {{input.Height}};
|
|
759
|
+
float tileX = mod(tile, {{input.Width}});
|
|
760
|
+
float tileY = floor(tile * invWidth);
|
|
761
|
+
vec2 {{output.Out}} = ({{input.UV}} + vec2(tileX, tileY)) * vec2(invWidth, invHeight);
|
|
762
|
+
`
|
|
763
|
+
},
|
|
764
|
+
{
|
|
765
|
+
id: "polar",
|
|
766
|
+
name: "Polar Coordinates",
|
|
767
|
+
category: "uv",
|
|
768
|
+
inputs: [
|
|
769
|
+
{ name: "UV", type: "vec2", default: [0, 0] },
|
|
770
|
+
{ name: "Center", type: "vec2", default: [0.5, 0.5] },
|
|
771
|
+
{ name: "RadialScale", type: "float", default: 1 },
|
|
772
|
+
{ name: "LengthScale", type: "float", default: 1 }
|
|
773
|
+
],
|
|
774
|
+
outputs: [{ name: "Out", type: "vec2" }],
|
|
775
|
+
glsl: `
|
|
776
|
+
vec2 delta = {{input.UV}} - {{input.Center}};
|
|
777
|
+
float radius = length(delta) * 2.0 * {{input.LengthScale}};
|
|
778
|
+
float angle = atan(delta.y, delta.x) / 6.283185 + 0.5;
|
|
779
|
+
vec2 {{output.Out}} = vec2(radius, angle * {{input.RadialScale}});
|
|
780
|
+
`
|
|
781
|
+
},
|
|
782
|
+
{
|
|
783
|
+
id: "spherize",
|
|
784
|
+
name: "Spherize",
|
|
785
|
+
category: "uv",
|
|
786
|
+
inputs: [
|
|
787
|
+
{ name: "UV", type: "vec2", default: [0, 0] },
|
|
788
|
+
{ name: "Center", type: "vec2", default: [0.5, 0.5] },
|
|
789
|
+
{ name: "Strength", type: "float", default: 0.5 },
|
|
790
|
+
{ name: "Offset", type: "vec2", default: [0, 0] }
|
|
791
|
+
],
|
|
792
|
+
outputs: [{ name: "Out", type: "vec2" }],
|
|
793
|
+
glsl: `
|
|
794
|
+
vec2 delta = {{input.UV}} - {{input.Center}};
|
|
795
|
+
float dist = length(delta);
|
|
796
|
+
float factor = 1.0 + dist * dist * {{input.Strength}};
|
|
797
|
+
vec2 {{output.Out}} = {{input.Center}} + delta / factor + {{input.Offset}};
|
|
798
|
+
`
|
|
799
|
+
},
|
|
800
|
+
{
|
|
801
|
+
id: "twirl",
|
|
802
|
+
name: "Twirl",
|
|
803
|
+
category: "uv",
|
|
804
|
+
inputs: [
|
|
805
|
+
{ name: "UV", type: "vec2", default: [0, 0] },
|
|
806
|
+
{ name: "Center", type: "vec2", default: [0.5, 0.5] },
|
|
807
|
+
{ name: "Strength", type: "float", default: 1 },
|
|
808
|
+
{ name: "Offset", type: "vec2", default: [0, 0] }
|
|
809
|
+
],
|
|
810
|
+
outputs: [{ name: "Out", type: "vec2" }],
|
|
811
|
+
glsl: `
|
|
812
|
+
vec2 delta = {{input.UV}} - {{input.Center}};
|
|
813
|
+
float dist = length(delta);
|
|
814
|
+
float angle = {{input.Strength}} * dist;
|
|
815
|
+
float c = cos(angle);
|
|
816
|
+
float s = sin(angle);
|
|
817
|
+
vec2 {{output.Out}} = vec2(delta.x * c - delta.y * s, delta.x * s + delta.y * c) + {{input.Center}} + {{input.Offset}};
|
|
818
|
+
`
|
|
819
|
+
},
|
|
820
|
+
{
|
|
821
|
+
id: "parallax",
|
|
822
|
+
name: "Parallax Mapping",
|
|
823
|
+
category: "uv",
|
|
824
|
+
inputs: [
|
|
825
|
+
{ name: "UV", type: "vec2", default: [0, 0] },
|
|
826
|
+
{ name: "Height", type: "float", default: 0.5 },
|
|
827
|
+
{ name: "ViewDir", type: "vec3" },
|
|
828
|
+
{ name: "Amplitude", type: "float", default: 0.05 }
|
|
829
|
+
],
|
|
830
|
+
outputs: [{ name: "Out", type: "vec2" }],
|
|
831
|
+
glsl: `
|
|
832
|
+
float h = {{input.Height}};
|
|
833
|
+
vec2 {{output.Out}} = {{input.UV}} - {{input.ViewDir}}.xy * (h * {{input.Amplitude}});
|
|
834
|
+
`
|
|
835
|
+
},
|
|
836
|
+
// ─── Color Nodes ─────────────────────────────────────────
|
|
837
|
+
{
|
|
838
|
+
id: "blend",
|
|
839
|
+
name: "Blend",
|
|
840
|
+
category: "color",
|
|
841
|
+
description: "Blend two colors",
|
|
842
|
+
inputs: [
|
|
843
|
+
{ name: "Base", type: "vec4", default: [0, 0, 0, 1] },
|
|
844
|
+
{ name: "Blend", type: "vec4", default: [1, 1, 1, 1] },
|
|
845
|
+
{ name: "Opacity", type: "float", default: 1 }
|
|
846
|
+
],
|
|
847
|
+
outputs: [{ name: "Out", type: "vec4" }],
|
|
848
|
+
properties: [
|
|
849
|
+
{
|
|
850
|
+
name: "Mode",
|
|
851
|
+
type: "dropdown",
|
|
852
|
+
default: "normal",
|
|
853
|
+
options: [
|
|
854
|
+
"normal",
|
|
855
|
+
"multiply",
|
|
856
|
+
"screen",
|
|
857
|
+
"overlay",
|
|
858
|
+
"add",
|
|
859
|
+
"subtract",
|
|
860
|
+
"difference",
|
|
861
|
+
"darken",
|
|
862
|
+
"lighten"
|
|
863
|
+
]
|
|
864
|
+
}
|
|
865
|
+
],
|
|
866
|
+
glsl: `
|
|
867
|
+
vec4 {{output.Out}};
|
|
868
|
+
// Blend mode logic here based on prop.Mode
|
|
869
|
+
{{output.Out}} = mix({{input.Base}}, {{input.Blend}}, {{input.Opacity}});
|
|
870
|
+
`
|
|
871
|
+
},
|
|
872
|
+
{
|
|
873
|
+
id: "contrast",
|
|
874
|
+
name: "Contrast",
|
|
875
|
+
category: "color",
|
|
876
|
+
inputs: [
|
|
877
|
+
{ name: "In", type: "vec3", default: [0.5, 0.5, 0.5] },
|
|
878
|
+
{ name: "Contrast", type: "float", default: 1 }
|
|
879
|
+
],
|
|
880
|
+
outputs: [{ name: "Out", type: "vec3" }],
|
|
881
|
+
glsl: `vec3 {{output.Out}} = ({{input.In}} - 0.5) * {{input.Contrast}} + 0.5;`
|
|
882
|
+
},
|
|
883
|
+
{
|
|
884
|
+
id: "saturation",
|
|
885
|
+
name: "Saturation",
|
|
886
|
+
category: "color",
|
|
887
|
+
inputs: [
|
|
888
|
+
{ name: "In", type: "vec3", default: [0.5, 0.5, 0.5] },
|
|
889
|
+
{ name: "Saturation", type: "float", default: 1 }
|
|
890
|
+
],
|
|
891
|
+
outputs: [{ name: "Out", type: "vec3" }],
|
|
892
|
+
glsl: `
|
|
893
|
+
float luma = dot({{input.In}}, vec3(0.2126, 0.7152, 0.0722));
|
|
894
|
+
vec3 {{output.Out}} = mix(vec3(luma), {{input.In}}, {{input.Saturation}});
|
|
895
|
+
`
|
|
896
|
+
},
|
|
897
|
+
{
|
|
898
|
+
id: "hue",
|
|
899
|
+
name: "Hue",
|
|
900
|
+
category: "color",
|
|
901
|
+
inputs: [
|
|
902
|
+
{ name: "In", type: "vec3", default: [1, 0, 0] },
|
|
903
|
+
{ name: "Offset", type: "float", default: 0 }
|
|
904
|
+
],
|
|
905
|
+
outputs: [{ name: "Out", type: "vec3" }],
|
|
906
|
+
glsl: `
|
|
907
|
+
// RGB to HSV
|
|
908
|
+
vec3 hsvIn = {{input.In}};
|
|
909
|
+
float maxC = max(max(hsvIn.r, hsvIn.g), hsvIn.b);
|
|
910
|
+
float minC = min(min(hsvIn.r, hsvIn.g), hsvIn.b);
|
|
911
|
+
float delta = maxC - minC;
|
|
912
|
+
float h = 0.0;
|
|
913
|
+
if (delta > 0.0) {
|
|
914
|
+
if (maxC == hsvIn.r) h = mod((hsvIn.g - hsvIn.b) / delta, 6.0);
|
|
915
|
+
else if (maxC == hsvIn.g) h = (hsvIn.b - hsvIn.r) / delta + 2.0;
|
|
916
|
+
else h = (hsvIn.r - hsvIn.g) / delta + 4.0;
|
|
917
|
+
h /= 6.0;
|
|
918
|
+
}
|
|
919
|
+
float s = maxC > 0.0 ? delta / maxC : 0.0;
|
|
920
|
+
float v = maxC;
|
|
921
|
+
|
|
922
|
+
// Shift hue
|
|
923
|
+
h = fract(h + {{input.Offset}});
|
|
924
|
+
|
|
925
|
+
// HSV to RGB
|
|
926
|
+
float i = floor(h * 6.0);
|
|
927
|
+
float f = h * 6.0 - i;
|
|
928
|
+
float p = v * (1.0 - s);
|
|
929
|
+
float q = v * (1.0 - f * s);
|
|
930
|
+
float t = v * (1.0 - (1.0 - f) * s);
|
|
931
|
+
|
|
932
|
+
vec3 {{output.Out}};
|
|
933
|
+
int im = int(mod(i, 6.0));
|
|
934
|
+
if (im == 0) {{output.Out}} = vec3(v, t, p);
|
|
935
|
+
else if (im == 1) {{output.Out}} = vec3(q, v, p);
|
|
936
|
+
else if (im == 2) {{output.Out}} = vec3(p, v, t);
|
|
937
|
+
else if (im == 3) {{output.Out}} = vec3(p, q, v);
|
|
938
|
+
else if (im == 4) {{output.Out}} = vec3(t, p, v);
|
|
939
|
+
else {{output.Out}} = vec3(v, p, q);
|
|
940
|
+
`
|
|
941
|
+
},
|
|
942
|
+
{
|
|
943
|
+
id: "brightness",
|
|
944
|
+
name: "Brightness",
|
|
945
|
+
category: "color",
|
|
946
|
+
inputs: [
|
|
947
|
+
{ name: "In", type: "vec3", default: [0.5, 0.5, 0.5] },
|
|
948
|
+
{ name: "Brightness", type: "float", default: 0 }
|
|
949
|
+
],
|
|
950
|
+
outputs: [{ name: "Out", type: "vec3" }],
|
|
951
|
+
glsl: `vec3 {{output.Out}} = {{input.In}} + {{input.Brightness}};`
|
|
952
|
+
},
|
|
953
|
+
{
|
|
954
|
+
id: "whiteBalance",
|
|
955
|
+
name: "White Balance",
|
|
956
|
+
category: "color",
|
|
957
|
+
inputs: [
|
|
958
|
+
{ name: "In", type: "vec3", default: [1, 1, 1] },
|
|
959
|
+
{ name: "Temperature", type: "float", default: 0 },
|
|
960
|
+
{ name: "Tint", type: "float", default: 0 }
|
|
961
|
+
],
|
|
962
|
+
outputs: [{ name: "Out", type: "vec3" }],
|
|
963
|
+
glsl: `
|
|
964
|
+
float t = {{input.Temperature}};
|
|
965
|
+
float ti = {{input.Tint}};
|
|
966
|
+
vec3 {{output.Out}} = {{input.In}} + vec3(t, ti, -t);
|
|
967
|
+
`
|
|
968
|
+
},
|
|
969
|
+
{
|
|
970
|
+
id: "channelMixer",
|
|
971
|
+
name: "Channel Mixer",
|
|
972
|
+
category: "color",
|
|
973
|
+
inputs: [{ name: "In", type: "vec3", default: [1, 1, 1] }],
|
|
974
|
+
outputs: [{ name: "Out", type: "vec3" }],
|
|
975
|
+
properties: [
|
|
976
|
+
{ name: "Red", type: "vec3", default: [1, 0, 0] },
|
|
977
|
+
{ name: "Green", type: "vec3", default: [0, 1, 0] },
|
|
978
|
+
{ name: "Blue", type: "vec3", default: [0, 0, 1] }
|
|
979
|
+
],
|
|
980
|
+
glsl: `
|
|
981
|
+
vec3 {{output.Out}} = vec3(
|
|
982
|
+
dot({{input.In}}, vec3({{prop.Red}})),
|
|
983
|
+
dot({{input.In}}, vec3({{prop.Green}})),
|
|
984
|
+
dot({{input.In}}, vec3({{prop.Blue}}))
|
|
985
|
+
);
|
|
986
|
+
`
|
|
987
|
+
},
|
|
988
|
+
{
|
|
989
|
+
id: "colorGrade",
|
|
990
|
+
name: "Color Grade",
|
|
991
|
+
category: "color",
|
|
992
|
+
description: "Lift-Gamma-Gain color grading",
|
|
993
|
+
inputs: [{ name: "In", type: "vec3", default: [0.5, 0.5, 0.5] }],
|
|
994
|
+
outputs: [{ name: "Out", type: "vec3" }],
|
|
995
|
+
properties: [
|
|
996
|
+
{ name: "Lift", type: "color", default: [0, 0, 0, 1] },
|
|
997
|
+
{ name: "Gamma", type: "color", default: [0.5, 0.5, 0.5, 1] },
|
|
998
|
+
{ name: "Gain", type: "color", default: [1, 1, 1, 1] }
|
|
999
|
+
],
|
|
1000
|
+
glsl: `
|
|
1001
|
+
vec3 lift = vec3({{prop.Lift}}.rgb);
|
|
1002
|
+
vec3 gamma = vec3({{prop.Gamma}}.rgb);
|
|
1003
|
+
vec3 gain = vec3({{prop.Gain}}.rgb);
|
|
1004
|
+
vec3 col = {{input.In}} * gain + lift;
|
|
1005
|
+
vec3 {{output.Out}} = pow(col, 1.0 / (gamma * 2.0));
|
|
1006
|
+
`
|
|
1007
|
+
},
|
|
1008
|
+
// ─── Lighting Nodes ──────────────────────────────────────
|
|
1009
|
+
{
|
|
1010
|
+
id: "lambertDiffuse",
|
|
1011
|
+
name: "Lambert Diffuse",
|
|
1012
|
+
category: "lighting",
|
|
1013
|
+
inputs: [
|
|
1014
|
+
{ name: "Normal", type: "vec3" },
|
|
1015
|
+
{ name: "LightDir", type: "vec3" },
|
|
1016
|
+
{ name: "LightColor", type: "vec3", default: [1, 1, 1] }
|
|
1017
|
+
],
|
|
1018
|
+
outputs: [{ name: "Out", type: "vec3" }],
|
|
1019
|
+
glsl: `
|
|
1020
|
+
float ndotl = max(dot({{input.Normal}}, {{input.LightDir}}), 0.0);
|
|
1021
|
+
vec3 {{output.Out}} = {{input.LightColor}} * ndotl;
|
|
1022
|
+
`
|
|
1023
|
+
},
|
|
1024
|
+
{
|
|
1025
|
+
id: "blinnPhongSpecular",
|
|
1026
|
+
name: "Blinn-Phong Specular",
|
|
1027
|
+
category: "lighting",
|
|
1028
|
+
inputs: [
|
|
1029
|
+
{ name: "Normal", type: "vec3" },
|
|
1030
|
+
{ name: "ViewDir", type: "vec3" },
|
|
1031
|
+
{ name: "LightDir", type: "vec3" },
|
|
1032
|
+
{ name: "Smoothness", type: "float", default: 0.5 }
|
|
1033
|
+
],
|
|
1034
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
1035
|
+
glsl: `
|
|
1036
|
+
vec3 halfDir = normalize({{input.LightDir}} + {{input.ViewDir}});
|
|
1037
|
+
float ndoth = max(dot({{input.Normal}}, halfDir), 0.0);
|
|
1038
|
+
float spec = pow(ndoth, exp2(10.0 * {{input.Smoothness}} + 1.0));
|
|
1039
|
+
float {{output.Out}} = spec;
|
|
1040
|
+
`
|
|
1041
|
+
},
|
|
1042
|
+
{
|
|
1043
|
+
id: "fresnel",
|
|
1044
|
+
name: "Fresnel",
|
|
1045
|
+
category: "lighting",
|
|
1046
|
+
inputs: [
|
|
1047
|
+
{ name: "Normal", type: "vec3" },
|
|
1048
|
+
{ name: "ViewDir", type: "vec3" },
|
|
1049
|
+
{ name: "Power", type: "float", default: 5 }
|
|
1050
|
+
],
|
|
1051
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
1052
|
+
glsl: `
|
|
1053
|
+
float ndotv = max(dot({{input.Normal}}, {{input.ViewDir}}), 0.0);
|
|
1054
|
+
float {{output.Out}} = pow(1.0 - ndotv, {{input.Power}});
|
|
1055
|
+
`
|
|
1056
|
+
},
|
|
1057
|
+
{
|
|
1058
|
+
id: "ambientOcclusion",
|
|
1059
|
+
name: "Ambient Occlusion",
|
|
1060
|
+
category: "lighting",
|
|
1061
|
+
inputs: [
|
|
1062
|
+
{ name: "Color", type: "vec3" },
|
|
1063
|
+
{ name: "AO", type: "float", default: 1 },
|
|
1064
|
+
{ name: "Intensity", type: "float", default: 1 }
|
|
1065
|
+
],
|
|
1066
|
+
outputs: [{ name: "Out", type: "vec3" }],
|
|
1067
|
+
glsl: `vec3 {{output.Out}} = {{input.Color}} * mix(1.0, {{input.AO}}, {{input.Intensity}});`
|
|
1068
|
+
},
|
|
1069
|
+
// ─── Procedural Nodes ────────────────────────────────────
|
|
1070
|
+
{
|
|
1071
|
+
id: "noise",
|
|
1072
|
+
name: "Simple Noise",
|
|
1073
|
+
category: "procedural",
|
|
1074
|
+
inputs: [
|
|
1075
|
+
{ name: "UV", type: "vec2", default: [0, 0] },
|
|
1076
|
+
{ name: "Scale", type: "float", default: 10 }
|
|
1077
|
+
],
|
|
1078
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
1079
|
+
glsl: `
|
|
1080
|
+
vec2 p = {{input.UV}} * {{input.Scale}};
|
|
1081
|
+
float {{output.Out}} = fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
|
|
1082
|
+
`
|
|
1083
|
+
},
|
|
1084
|
+
{
|
|
1085
|
+
id: "gradient",
|
|
1086
|
+
name: "Gradient Noise",
|
|
1087
|
+
category: "procedural",
|
|
1088
|
+
inputs: [
|
|
1089
|
+
{ name: "UV", type: "vec2", default: [0, 0] },
|
|
1090
|
+
{ name: "Scale", type: "float", default: 5 }
|
|
1091
|
+
],
|
|
1092
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
1093
|
+
glsl: `
|
|
1094
|
+
// Simple gradient noise approximation
|
|
1095
|
+
vec2 p = {{input.UV}} * {{input.Scale}};
|
|
1096
|
+
vec2 i = floor(p);
|
|
1097
|
+
vec2 f = fract(p);
|
|
1098
|
+
f = f * f * (3.0 - 2.0 * f);
|
|
1099
|
+
|
|
1100
|
+
float a = fract(sin(dot(i, vec2(12.9898, 78.233))) * 43758.5453);
|
|
1101
|
+
float b = fract(sin(dot(i + vec2(1.0, 0.0), vec2(12.9898, 78.233))) * 43758.5453);
|
|
1102
|
+
float c = fract(sin(dot(i + vec2(0.0, 1.0), vec2(12.9898, 78.233))) * 43758.5453);
|
|
1103
|
+
float d = fract(sin(dot(i + vec2(1.0, 1.0), vec2(12.9898, 78.233))) * 43758.5453);
|
|
1104
|
+
|
|
1105
|
+
float {{output.Out}} = mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
|
|
1106
|
+
`
|
|
1107
|
+
},
|
|
1108
|
+
{
|
|
1109
|
+
id: "voronoi",
|
|
1110
|
+
name: "Voronoi",
|
|
1111
|
+
category: "procedural",
|
|
1112
|
+
inputs: [
|
|
1113
|
+
{ name: "UV", type: "vec2", default: [0, 0] },
|
|
1114
|
+
{ name: "Scale", type: "float", default: 5 },
|
|
1115
|
+
{ name: "Angle", type: "float", default: 0 }
|
|
1116
|
+
],
|
|
1117
|
+
outputs: [
|
|
1118
|
+
{ name: "Out", type: "float" },
|
|
1119
|
+
{ name: "Cells", type: "float" }
|
|
1120
|
+
],
|
|
1121
|
+
glsl: `
|
|
1122
|
+
vec2 p = {{input.UV}} * {{input.Scale}};
|
|
1123
|
+
vec2 n = floor(p);
|
|
1124
|
+
vec2 f = fract(p);
|
|
1125
|
+
|
|
1126
|
+
float minDist = 1.0;
|
|
1127
|
+
vec2 minCell = vec2(0.0);
|
|
1128
|
+
|
|
1129
|
+
for (int j = -1; j <= 1; j++) {
|
|
1130
|
+
for (int i = -1; i <= 1; i++) {
|
|
1131
|
+
vec2 g = vec2(float(i), float(j));
|
|
1132
|
+
vec2 o = fract(sin(vec2(dot(n + g, vec2(12.9898, 78.233)), dot(n + g, vec2(23.4321, 14.5678)))) * 43758.5453);
|
|
1133
|
+
vec2 r = g + o - f;
|
|
1134
|
+
float d = dot(r, r);
|
|
1135
|
+
if (d < minDist) {
|
|
1136
|
+
minDist = d;
|
|
1137
|
+
minCell = n + g + o;
|
|
1138
|
+
}
|
|
1139
|
+
}
|
|
1140
|
+
}
|
|
1141
|
+
|
|
1142
|
+
float {{output.Out}} = minDist;
|
|
1143
|
+
float {{output.Cells}} = fract(sin(dot(minCell, vec2(12.9898, 78.233))) * 43758.5453);
|
|
1144
|
+
`
|
|
1145
|
+
},
|
|
1146
|
+
{
|
|
1147
|
+
id: "checkerboard",
|
|
1148
|
+
name: "Checkerboard",
|
|
1149
|
+
category: "procedural",
|
|
1150
|
+
inputs: [
|
|
1151
|
+
{ name: "UV", type: "vec2", default: [0, 0] },
|
|
1152
|
+
{ name: "Frequency", type: "vec2", default: [4, 4] }
|
|
1153
|
+
],
|
|
1154
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
1155
|
+
properties: [
|
|
1156
|
+
{ name: "ColorA", type: "color", default: [1, 1, 1, 1] },
|
|
1157
|
+
{ name: "ColorB", type: "color", default: [0, 0, 0, 1] }
|
|
1158
|
+
],
|
|
1159
|
+
glsl: `
|
|
1160
|
+
vec2 uv = {{input.UV}} * {{input.Frequency}};
|
|
1161
|
+
float c = mod(floor(uv.x) + floor(uv.y), 2.0);
|
|
1162
|
+
float {{output.Out}} = c;
|
|
1163
|
+
`
|
|
1164
|
+
},
|
|
1165
|
+
{
|
|
1166
|
+
id: "ellipse",
|
|
1167
|
+
name: "Ellipse",
|
|
1168
|
+
category: "procedural",
|
|
1169
|
+
inputs: [
|
|
1170
|
+
{ name: "UV", type: "vec2", default: [0, 0] },
|
|
1171
|
+
{ name: "Width", type: "float", default: 0.5 },
|
|
1172
|
+
{ name: "Height", type: "float", default: 0.5 }
|
|
1173
|
+
],
|
|
1174
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
1175
|
+
glsl: `
|
|
1176
|
+
vec2 d = {{input.UV}} - 0.5;
|
|
1177
|
+
d.x /= {{input.Width}};
|
|
1178
|
+
d.y /= {{input.Height}};
|
|
1179
|
+
float {{output.Out}} = 1.0 - smoothstep(0.5, 0.51, length(d));
|
|
1180
|
+
`
|
|
1181
|
+
},
|
|
1182
|
+
{
|
|
1183
|
+
id: "rectangle",
|
|
1184
|
+
name: "Rectangle",
|
|
1185
|
+
category: "procedural",
|
|
1186
|
+
inputs: [
|
|
1187
|
+
{ name: "UV", type: "vec2", default: [0, 0] },
|
|
1188
|
+
{ name: "Width", type: "float", default: 0.5 },
|
|
1189
|
+
{ name: "Height", type: "float", default: 0.5 }
|
|
1190
|
+
],
|
|
1191
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
1192
|
+
glsl: `
|
|
1193
|
+
vec2 d = abs({{input.UV}} - 0.5);
|
|
1194
|
+
float {{output.Out}} = 1.0 - smoothstep(0.0, 0.01, max(d.x - {{input.Width}} * 0.5, d.y - {{input.Height}} * 0.5));
|
|
1195
|
+
`
|
|
1196
|
+
},
|
|
1197
|
+
{
|
|
1198
|
+
id: "roundedRectangle",
|
|
1199
|
+
name: "Rounded Rectangle",
|
|
1200
|
+
category: "procedural",
|
|
1201
|
+
inputs: [
|
|
1202
|
+
{ name: "UV", type: "vec2", default: [0, 0] },
|
|
1203
|
+
{ name: "Width", type: "float", default: 0.5 },
|
|
1204
|
+
{ name: "Height", type: "float", default: 0.5 },
|
|
1205
|
+
{ name: "Radius", type: "float", default: 0.1 }
|
|
1206
|
+
],
|
|
1207
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
1208
|
+
glsl: `
|
|
1209
|
+
vec2 d = abs({{input.UV}} - 0.5) - vec2({{input.Width}}, {{input.Height}}) * 0.5 + {{input.Radius}};
|
|
1210
|
+
float {{output.Out}} = 1.0 - smoothstep(0.0, 0.01, length(max(d, 0.0)) - {{input.Radius}});
|
|
1211
|
+
`
|
|
1212
|
+
},
|
|
1213
|
+
{
|
|
1214
|
+
id: "polygon",
|
|
1215
|
+
name: "Polygon",
|
|
1216
|
+
category: "procedural",
|
|
1217
|
+
inputs: [
|
|
1218
|
+
{ name: "UV", type: "vec2", default: [0, 0] },
|
|
1219
|
+
{ name: "Sides", type: "float", default: 6 },
|
|
1220
|
+
{ name: "Width", type: "float", default: 0.5 },
|
|
1221
|
+
{ name: "Height", type: "float", default: 0.5 }
|
|
1222
|
+
],
|
|
1223
|
+
outputs: [{ name: "Out", type: "float" }],
|
|
1224
|
+
glsl: `
|
|
1225
|
+
vec2 d = {{input.UV}} - 0.5;
|
|
1226
|
+
float angle = atan(d.y, d.x);
|
|
1227
|
+
float slice = 6.283185 / {{input.Sides}};
|
|
1228
|
+
float dist = cos(floor(0.5 + angle / slice) * slice - angle) * length(d * 2.0 / vec2({{input.Width}}, {{input.Height}}));
|
|
1229
|
+
float {{output.Out}} = 1.0 - smoothstep(1.0, 1.01, dist);
|
|
1230
|
+
`
|
|
1231
|
+
},
|
|
1232
|
+
// ─── Output Nodes ────────────────────────────────────────
|
|
1233
|
+
{
|
|
1234
|
+
id: "pbrMasterNode",
|
|
1235
|
+
name: "PBR Master",
|
|
1236
|
+
category: "output",
|
|
1237
|
+
description: "Physically Based Rendering output",
|
|
1238
|
+
isMaster: true,
|
|
1239
|
+
inputs: [
|
|
1240
|
+
{ name: "Albedo", type: "vec3", default: [1, 1, 1] },
|
|
1241
|
+
{ name: "Normal", type: "vec3", default: [0, 0, 1] },
|
|
1242
|
+
{ name: "Metallic", type: "float", default: 0 },
|
|
1243
|
+
{ name: "Smoothness", type: "float", default: 0.5 },
|
|
1244
|
+
{ name: "AO", type: "float", default: 1 },
|
|
1245
|
+
{ name: "Emission", type: "vec3", default: [0, 0, 0] },
|
|
1246
|
+
{ name: "Alpha", type: "float", default: 1 },
|
|
1247
|
+
{ name: "AlphaClip", type: "float", default: 0 }
|
|
1248
|
+
],
|
|
1249
|
+
outputs: [],
|
|
1250
|
+
glsl: `
|
|
1251
|
+
// PBR output
|
|
1252
|
+
gl_FragColor = vec4({{input.Albedo}}, {{input.Alpha}});
|
|
1253
|
+
|
|
1254
|
+
// Normal output
|
|
1255
|
+
normalOutput = {{input.Normal}};
|
|
1256
|
+
|
|
1257
|
+
// Material properties
|
|
1258
|
+
metallicOutput = {{input.Metallic}};
|
|
1259
|
+
smoothnessOutput = {{input.Smoothness}};
|
|
1260
|
+
aoOutput = {{input.AO}};
|
|
1261
|
+
emissionOutput = {{input.Emission}};
|
|
1262
|
+
|
|
1263
|
+
// Alpha clip
|
|
1264
|
+
if ({{input.Alpha}} < {{input.AlphaClip}}) discard;
|
|
1265
|
+
`
|
|
1266
|
+
},
|
|
1267
|
+
{
|
|
1268
|
+
id: "unlitMasterNode",
|
|
1269
|
+
name: "Unlit Master",
|
|
1270
|
+
category: "output",
|
|
1271
|
+
description: "Unlit/emissive output",
|
|
1272
|
+
isMaster: true,
|
|
1273
|
+
inputs: [
|
|
1274
|
+
{ name: "Color", type: "vec3", default: [1, 1, 1] },
|
|
1275
|
+
{ name: "Alpha", type: "float", default: 1 },
|
|
1276
|
+
{ name: "AlphaClip", type: "float", default: 0 }
|
|
1277
|
+
],
|
|
1278
|
+
outputs: [],
|
|
1279
|
+
glsl: `
|
|
1280
|
+
gl_FragColor = vec4({{input.Color}}, {{input.Alpha}});
|
|
1281
|
+
if ({{input.Alpha}} < {{input.AlphaClip}}) discard;
|
|
1282
|
+
`
|
|
1283
|
+
},
|
|
1284
|
+
{
|
|
1285
|
+
id: "vertexMasterNode",
|
|
1286
|
+
name: "Vertex Master",
|
|
1287
|
+
category: "output",
|
|
1288
|
+
description: "Vertex shader output",
|
|
1289
|
+
isMaster: true,
|
|
1290
|
+
stage: "vertex",
|
|
1291
|
+
inputs: [
|
|
1292
|
+
{ name: "Position", type: "vec3" },
|
|
1293
|
+
{ name: "Normal", type: "vec3" },
|
|
1294
|
+
{ name: "Tangent", type: "vec3" }
|
|
1295
|
+
],
|
|
1296
|
+
outputs: [],
|
|
1297
|
+
glsl: `
|
|
1298
|
+
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * vec4({{input.Position}}, 1.0);
|
|
1299
|
+
`
|
|
1300
|
+
}
|
|
1318
1301
|
];
|
|
1319
1302
|
class ShaderCodeGenerator {
|
|
1320
|
-
|
|
1321
|
-
|
|
1322
|
-
|
|
1323
|
-
|
|
1324
|
-
|
|
1325
|
-
|
|
1326
|
-
|
|
1327
|
-
|
|
1328
|
-
|
|
1329
|
-
|
|
1330
|
-
|
|
1303
|
+
constructor(graph) {
|
|
1304
|
+
this.nodeLibrary = /* @__PURE__ */ new Map();
|
|
1305
|
+
this.generatedCode = /* @__PURE__ */ new Map();
|
|
1306
|
+
this.uniforms = [];
|
|
1307
|
+
this.defines = [];
|
|
1308
|
+
this.nodeCounter = 0;
|
|
1309
|
+
this.graph = graph;
|
|
1310
|
+
for (const nodeDef of SHADER_NODE_LIBRARY) {
|
|
1311
|
+
this.nodeLibrary.set(nodeDef.id, nodeDef);
|
|
1312
|
+
}
|
|
1313
|
+
}
|
|
1314
|
+
generate() {
|
|
1315
|
+
this.generatedCode.clear();
|
|
1316
|
+
this.uniforms = [];
|
|
1317
|
+
this.defines = [];
|
|
1318
|
+
this.nodeCounter = 0;
|
|
1319
|
+
const masterNode = this.graph.nodes.find((n) => {
|
|
1320
|
+
const def = this.nodeLibrary.get(n.type);
|
|
1321
|
+
return def?.isMaster;
|
|
1322
|
+
});
|
|
1323
|
+
if (!masterNode) {
|
|
1324
|
+
throw new Error("No master node found in shader graph");
|
|
1325
|
+
}
|
|
1326
|
+
const fragmentCode = this.generateNode(masterNode.id);
|
|
1327
|
+
const vertex = this.buildVertexShader();
|
|
1328
|
+
const fragment = this.buildFragmentShader(fragmentCode);
|
|
1329
|
+
return {
|
|
1330
|
+
vertex,
|
|
1331
|
+
fragment,
|
|
1332
|
+
uniforms: this.uniforms,
|
|
1333
|
+
defines: this.defines
|
|
1334
|
+
};
|
|
1335
|
+
}
|
|
1336
|
+
generateNode(nodeId) {
|
|
1337
|
+
if (this.generatedCode.has(nodeId)) {
|
|
1338
|
+
return this.generatedCode.get(nodeId);
|
|
1339
|
+
}
|
|
1340
|
+
const node = this.graph.nodes.find((n) => n.id === nodeId);
|
|
1341
|
+
if (!node) {
|
|
1342
|
+
return "";
|
|
1343
|
+
}
|
|
1344
|
+
const nodeDef = this.nodeLibrary.get(node.type);
|
|
1345
|
+
if (!nodeDef) {
|
|
1346
|
+
return "";
|
|
1347
|
+
}
|
|
1348
|
+
const inputConnections = this.graph.connections.filter((c) => c.to.nodeId === nodeId);
|
|
1349
|
+
const inputCode = [];
|
|
1350
|
+
const inputVars = {};
|
|
1351
|
+
for (const conn of inputConnections) {
|
|
1352
|
+
const sourceCode = this.generateNode(conn.from.nodeId);
|
|
1353
|
+
inputCode.push(sourceCode);
|
|
1354
|
+
inputVars[conn.to.portName] = `node_${conn.from.nodeId}_${conn.from.portName}`;
|
|
1355
|
+
}
|
|
1356
|
+
let code = nodeDef.glsl || "";
|
|
1357
|
+
const varPrefix = `node_${nodeId}`;
|
|
1358
|
+
for (const input of nodeDef.inputs) {
|
|
1359
|
+
const varName = inputVars[input.name] || this.defaultValue(input.type, input.default);
|
|
1360
|
+
code = code.replace(new RegExp(`\\{\\{input\\.${input.name}\\}\\}`, "g"), varName);
|
|
1361
|
+
}
|
|
1362
|
+
for (const output of nodeDef.outputs) {
|
|
1363
|
+
code = code.replace(
|
|
1364
|
+
new RegExp(`\\{\\{output\\.${output.name}\\}\\}`, "g"),
|
|
1365
|
+
`${varPrefix}_${output.name}`
|
|
1366
|
+
);
|
|
1331
1367
|
}
|
|
1332
|
-
|
|
1333
|
-
|
|
1334
|
-
|
|
1335
|
-
|
|
1336
|
-
this.
|
|
1337
|
-
|
|
1338
|
-
|
|
1339
|
-
|
|
1340
|
-
|
|
1368
|
+
for (const prop of nodeDef.properties || []) {
|
|
1369
|
+
const value = node.properties[prop.name] ?? prop.default;
|
|
1370
|
+
code = code.replace(
|
|
1371
|
+
new RegExp(`\\{\\{prop\\.${prop.name}\\}\\}`, "g"),
|
|
1372
|
+
this.formatValue(value, prop.type)
|
|
1373
|
+
);
|
|
1374
|
+
if (prop.type === "texture") {
|
|
1375
|
+
this.uniforms.push({
|
|
1376
|
+
name: `${varPrefix}_${prop.name}`,
|
|
1377
|
+
type: "sampler2D"
|
|
1341
1378
|
});
|
|
1342
|
-
|
|
1343
|
-
throw new Error('No master node found in shader graph');
|
|
1344
|
-
}
|
|
1345
|
-
// Generate from master node backwards
|
|
1346
|
-
const fragmentCode = this.generateNode(masterNode.id);
|
|
1347
|
-
// Build complete shaders
|
|
1348
|
-
const vertex = this.buildVertexShader();
|
|
1349
|
-
const fragment = this.buildFragmentShader(fragmentCode);
|
|
1350
|
-
return {
|
|
1351
|
-
vertex,
|
|
1352
|
-
fragment,
|
|
1353
|
-
uniforms: this.uniforms,
|
|
1354
|
-
defines: this.defines,
|
|
1355
|
-
};
|
|
1379
|
+
}
|
|
1356
1380
|
}
|
|
1357
|
-
|
|
1358
|
-
|
|
1359
|
-
|
|
1360
|
-
|
|
1361
|
-
|
|
1362
|
-
|
|
1363
|
-
|
|
1364
|
-
return '';
|
|
1365
|
-
}
|
|
1366
|
-
const nodeDef = this.nodeLibrary.get(node.type);
|
|
1367
|
-
if (!nodeDef) {
|
|
1368
|
-
return '';
|
|
1369
|
-
}
|
|
1370
|
-
// Generate dependencies first
|
|
1371
|
-
const inputConnections = this.graph.connections.filter((c) => c.to.nodeId === nodeId);
|
|
1372
|
-
const inputCode = [];
|
|
1373
|
-
const inputVars = {};
|
|
1374
|
-
for (const conn of inputConnections) {
|
|
1375
|
-
const sourceCode = this.generateNode(conn.from.nodeId);
|
|
1376
|
-
inputCode.push(sourceCode);
|
|
1377
|
-
inputVars[conn.to.portName] = `node_${conn.from.nodeId}_${conn.from.portName}`;
|
|
1378
|
-
}
|
|
1379
|
-
// Generate this node's code
|
|
1380
|
-
let code = nodeDef.glsl || '';
|
|
1381
|
-
const varPrefix = `node_${nodeId}`;
|
|
1382
|
-
// Replace input placeholders
|
|
1383
|
-
for (const input of nodeDef.inputs) {
|
|
1384
|
-
const varName = inputVars[input.name] || this.defaultValue(input.type, input.default);
|
|
1385
|
-
code = code.replace(new RegExp(`\\{\\{input\\.${input.name}\\}\\}`, 'g'), varName);
|
|
1386
|
-
}
|
|
1387
|
-
// Replace output placeholders
|
|
1388
|
-
for (const output of nodeDef.outputs) {
|
|
1389
|
-
code = code.replace(new RegExp(`\\{\\{output\\.${output.name}\\}\\}`, 'g'), `${varPrefix}_${output.name}`);
|
|
1390
|
-
}
|
|
1391
|
-
// Replace property placeholders
|
|
1392
|
-
for (const prop of nodeDef.properties || []) {
|
|
1393
|
-
const value = node.properties[prop.name] ?? prop.default;
|
|
1394
|
-
code = code.replace(new RegExp(`\\{\\{prop\\.${prop.name}\\}\\}`, 'g'), this.formatValue(value, prop.type));
|
|
1395
|
-
// Add uniform if it's a texture
|
|
1396
|
-
if (prop.type === 'texture') {
|
|
1397
|
-
this.uniforms.push({
|
|
1398
|
-
name: `${varPrefix}_${prop.name}`,
|
|
1399
|
-
type: 'sampler2D',
|
|
1400
|
-
});
|
|
1401
|
-
}
|
|
1402
|
-
}
|
|
1403
|
-
const fullCode = inputCode.join('\n') + '\n' + code;
|
|
1404
|
-
this.generatedCode.set(nodeId, fullCode);
|
|
1405
|
-
return fullCode;
|
|
1381
|
+
const fullCode = inputCode.join("\n") + "\n" + code;
|
|
1382
|
+
this.generatedCode.set(nodeId, fullCode);
|
|
1383
|
+
return fullCode;
|
|
1384
|
+
}
|
|
1385
|
+
defaultValue(type, defaultVal) {
|
|
1386
|
+
if (defaultVal !== void 0) {
|
|
1387
|
+
return this.formatValue(defaultVal, type);
|
|
1406
1388
|
}
|
|
1407
|
-
|
|
1408
|
-
|
|
1409
|
-
|
|
1410
|
-
|
|
1411
|
-
|
|
1412
|
-
|
|
1413
|
-
|
|
1414
|
-
|
|
1415
|
-
|
|
1416
|
-
|
|
1417
|
-
|
|
1418
|
-
|
|
1419
|
-
|
|
1420
|
-
|
|
1421
|
-
|
|
1422
|
-
case 'bool':
|
|
1423
|
-
return 'false';
|
|
1424
|
-
default:
|
|
1425
|
-
return '0.0';
|
|
1426
|
-
}
|
|
1389
|
+
switch (type) {
|
|
1390
|
+
case "float":
|
|
1391
|
+
return "0.0";
|
|
1392
|
+
case "vec2":
|
|
1393
|
+
return "vec2(0.0)";
|
|
1394
|
+
case "vec3":
|
|
1395
|
+
return "vec3(0.0)";
|
|
1396
|
+
case "vec4":
|
|
1397
|
+
return "vec4(0.0)";
|
|
1398
|
+
case "int":
|
|
1399
|
+
return "0";
|
|
1400
|
+
case "bool":
|
|
1401
|
+
return "false";
|
|
1402
|
+
default:
|
|
1403
|
+
return "0.0";
|
|
1427
1404
|
}
|
|
1428
|
-
|
|
1429
|
-
|
|
1430
|
-
|
|
1431
|
-
|
|
1432
|
-
if (typeof value === 'number') {
|
|
1433
|
-
return value.toFixed(6);
|
|
1434
|
-
}
|
|
1435
|
-
if (typeof value === 'boolean') {
|
|
1436
|
-
return value ? 'true' : 'false';
|
|
1437
|
-
}
|
|
1438
|
-
return String(value);
|
|
1405
|
+
}
|
|
1406
|
+
formatValue(value, _type) {
|
|
1407
|
+
if (Array.isArray(value)) {
|
|
1408
|
+
return `vec${value.length}(${value.map((v) => v.toFixed(6)).join(", ")})`;
|
|
1439
1409
|
}
|
|
1440
|
-
|
|
1441
|
-
|
|
1442
|
-
return `#version 300 es
|
|
1443
|
-
precision ${precision} float;
|
|
1444
|
-
|
|
1445
|
-
// Attributes
|
|
1446
|
-
in vec3 a_position;
|
|
1447
|
-
in vec3 a_normal;
|
|
1448
|
-
in vec2 a_uv0;
|
|
1449
|
-
in vec2 a_uv1;
|
|
1450
|
-
in vec4 a_color;
|
|
1451
|
-
in vec3 a_tangent;
|
|
1452
|
-
|
|
1453
|
-
// Uniforms
|
|
1454
|
-
uniform mat4 u_modelMatrix;
|
|
1455
|
-
uniform mat4 u_viewMatrix;
|
|
1456
|
-
uniform mat4 u_projectionMatrix;
|
|
1457
|
-
uniform mat4 u_normalMatrix;
|
|
1458
|
-
uniform mat4 u_worldToObject;
|
|
1459
|
-
|
|
1460
|
-
// Varyings
|
|
1461
|
-
out vec3 v_worldPosition;
|
|
1462
|
-
out vec3 v_objectPosition;
|
|
1463
|
-
out vec3 v_viewPosition;
|
|
1464
|
-
out vec3 v_worldNormal;
|
|
1465
|
-
out vec3 v_objectNormal;
|
|
1466
|
-
out vec3 v_viewNormal;
|
|
1467
|
-
out vec3 v_tangent;
|
|
1468
|
-
out vec3 v_tangentNormal;
|
|
1469
|
-
out vec2 v_uv0;
|
|
1470
|
-
out vec2 v_uv1;
|
|
1471
|
-
out vec2 v_uv2;
|
|
1472
|
-
out vec2 v_uv3;
|
|
1473
|
-
out vec4 v_color;
|
|
1474
|
-
|
|
1475
|
-
void main() {
|
|
1476
|
-
vec4 worldPos = u_modelMatrix * vec4(a_position, 1.0);
|
|
1477
|
-
vec4 viewPos = u_viewMatrix * worldPos;
|
|
1478
|
-
|
|
1479
|
-
v_worldPosition = worldPos.xyz;
|
|
1480
|
-
v_objectPosition = a_position;
|
|
1481
|
-
v_viewPosition = viewPos.xyz;
|
|
1482
|
-
|
|
1483
|
-
v_worldNormal = mat3(u_normalMatrix) * a_normal;
|
|
1484
|
-
v_objectNormal = a_normal;
|
|
1485
|
-
v_viewNormal = mat3(u_viewMatrix) * v_worldNormal;
|
|
1486
|
-
|
|
1487
|
-
v_tangent = mat3(u_normalMatrix) * a_tangent;
|
|
1488
|
-
v_tangentNormal = vec3(0.0, 0.0, 1.0);
|
|
1489
|
-
|
|
1490
|
-
v_uv0 = a_uv0;
|
|
1491
|
-
v_uv1 = a_uv1;
|
|
1492
|
-
v_uv2 = a_uv0;
|
|
1493
|
-
v_uv3 = a_uv0;
|
|
1494
|
-
v_color = a_color;
|
|
1495
|
-
|
|
1496
|
-
gl_Position = u_projectionMatrix * viewPos;
|
|
1497
|
-
}
|
|
1498
|
-
`;
|
|
1410
|
+
if (typeof value === "number") {
|
|
1411
|
+
return value.toFixed(6);
|
|
1499
1412
|
}
|
|
1500
|
-
|
|
1501
|
-
|
|
1502
|
-
const uniformDecls = this.uniforms.map((u) => `uniform ${u.type} ${u.name};`).join('\n');
|
|
1503
|
-
return `#version 300 es
|
|
1504
|
-
precision ${precision} float;
|
|
1505
|
-
|
|
1506
|
-
// Varyings
|
|
1507
|
-
in vec3 v_worldPosition;
|
|
1508
|
-
in vec3 v_objectPosition;
|
|
1509
|
-
in vec3 v_viewPosition;
|
|
1510
|
-
in vec3 v_worldNormal;
|
|
1511
|
-
in vec3 v_objectNormal;
|
|
1512
|
-
in vec3 v_viewNormal;
|
|
1513
|
-
in vec3 v_tangent;
|
|
1514
|
-
in vec3 v_tangentNormal;
|
|
1515
|
-
in vec2 v_uv0;
|
|
1516
|
-
in vec2 v_uv1;
|
|
1517
|
-
in vec2 v_uv2;
|
|
1518
|
-
in vec2 v_uv3;
|
|
1519
|
-
in vec4 v_color;
|
|
1520
|
-
|
|
1521
|
-
// Global uniforms
|
|
1522
|
-
uniform float u_time;
|
|
1523
|
-
uniform float u_deltaTime;
|
|
1524
|
-
uniform float u_smoothDeltaTime;
|
|
1525
|
-
uniform vec3 u_cameraPosition;
|
|
1526
|
-
uniform vec2 u_resolution;
|
|
1527
|
-
|
|
1528
|
-
// Material uniforms
|
|
1529
|
-
${uniformDecls}
|
|
1530
|
-
|
|
1531
|
-
// Outputs
|
|
1532
|
-
out vec4 fragColor;
|
|
1533
|
-
|
|
1534
|
-
void main() {
|
|
1535
|
-
${mainCode}
|
|
1536
|
-
fragColor = gl_FragColor;
|
|
1537
|
-
}
|
|
1538
|
-
`;
|
|
1413
|
+
if (typeof value === "boolean") {
|
|
1414
|
+
return value ? "true" : "false";
|
|
1539
1415
|
}
|
|
1416
|
+
return String(value);
|
|
1417
|
+
}
|
|
1418
|
+
buildVertexShader() {
|
|
1419
|
+
const precision = this.graph.settings.precision;
|
|
1420
|
+
return `#version 300 es
|
|
1421
|
+
precision ${precision} float;
|
|
1422
|
+
|
|
1423
|
+
// Attributes
|
|
1424
|
+
in vec3 a_position;
|
|
1425
|
+
in vec3 a_normal;
|
|
1426
|
+
in vec2 a_uv0;
|
|
1427
|
+
in vec2 a_uv1;
|
|
1428
|
+
in vec4 a_color;
|
|
1429
|
+
in vec3 a_tangent;
|
|
1430
|
+
|
|
1431
|
+
// Uniforms
|
|
1432
|
+
uniform mat4 u_modelMatrix;
|
|
1433
|
+
uniform mat4 u_viewMatrix;
|
|
1434
|
+
uniform mat4 u_projectionMatrix;
|
|
1435
|
+
uniform mat4 u_normalMatrix;
|
|
1436
|
+
uniform mat4 u_worldToObject;
|
|
1437
|
+
|
|
1438
|
+
// Varyings
|
|
1439
|
+
out vec3 v_worldPosition;
|
|
1440
|
+
out vec3 v_objectPosition;
|
|
1441
|
+
out vec3 v_viewPosition;
|
|
1442
|
+
out vec3 v_worldNormal;
|
|
1443
|
+
out vec3 v_objectNormal;
|
|
1444
|
+
out vec3 v_viewNormal;
|
|
1445
|
+
out vec3 v_tangent;
|
|
1446
|
+
out vec3 v_tangentNormal;
|
|
1447
|
+
out vec2 v_uv0;
|
|
1448
|
+
out vec2 v_uv1;
|
|
1449
|
+
out vec2 v_uv2;
|
|
1450
|
+
out vec2 v_uv3;
|
|
1451
|
+
out vec4 v_color;
|
|
1452
|
+
|
|
1453
|
+
void main() {
|
|
1454
|
+
vec4 worldPos = u_modelMatrix * vec4(a_position, 1.0);
|
|
1455
|
+
vec4 viewPos = u_viewMatrix * worldPos;
|
|
1456
|
+
|
|
1457
|
+
v_worldPosition = worldPos.xyz;
|
|
1458
|
+
v_objectPosition = a_position;
|
|
1459
|
+
v_viewPosition = viewPos.xyz;
|
|
1460
|
+
|
|
1461
|
+
v_worldNormal = mat3(u_normalMatrix) * a_normal;
|
|
1462
|
+
v_objectNormal = a_normal;
|
|
1463
|
+
v_viewNormal = mat3(u_viewMatrix) * v_worldNormal;
|
|
1464
|
+
|
|
1465
|
+
v_tangent = mat3(u_normalMatrix) * a_tangent;
|
|
1466
|
+
v_tangentNormal = vec3(0.0, 0.0, 1.0);
|
|
1467
|
+
|
|
1468
|
+
v_uv0 = a_uv0;
|
|
1469
|
+
v_uv1 = a_uv1;
|
|
1470
|
+
v_uv2 = a_uv0;
|
|
1471
|
+
v_uv3 = a_uv0;
|
|
1472
|
+
v_color = a_color;
|
|
1473
|
+
|
|
1474
|
+
gl_Position = u_projectionMatrix * viewPos;
|
|
1475
|
+
}
|
|
1476
|
+
`;
|
|
1477
|
+
}
|
|
1478
|
+
buildFragmentShader(mainCode) {
|
|
1479
|
+
const precision = this.graph.settings.precision;
|
|
1480
|
+
const uniformDecls = this.uniforms.map((u) => `uniform ${u.type} ${u.name};`).join("\n");
|
|
1481
|
+
return `#version 300 es
|
|
1482
|
+
precision ${precision} float;
|
|
1483
|
+
|
|
1484
|
+
// Varyings
|
|
1485
|
+
in vec3 v_worldPosition;
|
|
1486
|
+
in vec3 v_objectPosition;
|
|
1487
|
+
in vec3 v_viewPosition;
|
|
1488
|
+
in vec3 v_worldNormal;
|
|
1489
|
+
in vec3 v_objectNormal;
|
|
1490
|
+
in vec3 v_viewNormal;
|
|
1491
|
+
in vec3 v_tangent;
|
|
1492
|
+
in vec3 v_tangentNormal;
|
|
1493
|
+
in vec2 v_uv0;
|
|
1494
|
+
in vec2 v_uv1;
|
|
1495
|
+
in vec2 v_uv2;
|
|
1496
|
+
in vec2 v_uv3;
|
|
1497
|
+
in vec4 v_color;
|
|
1498
|
+
|
|
1499
|
+
// Global uniforms
|
|
1500
|
+
uniform float u_time;
|
|
1501
|
+
uniform float u_deltaTime;
|
|
1502
|
+
uniform float u_smoothDeltaTime;
|
|
1503
|
+
uniform vec3 u_cameraPosition;
|
|
1504
|
+
uniform vec2 u_resolution;
|
|
1505
|
+
|
|
1506
|
+
// Material uniforms
|
|
1507
|
+
${uniformDecls}
|
|
1508
|
+
|
|
1509
|
+
// Outputs
|
|
1510
|
+
out vec4 fragColor;
|
|
1511
|
+
|
|
1512
|
+
void main() {
|
|
1513
|
+
${mainCode}
|
|
1514
|
+
fragColor = gl_FragColor;
|
|
1515
|
+
}
|
|
1516
|
+
`;
|
|
1517
|
+
}
|
|
1540
1518
|
}
|
|
1541
1519
|
function createShaderGraphEditorState(graph) {
|
|
1542
|
-
|
|
1543
|
-
|
|
1544
|
-
|
|
1545
|
-
|
|
1546
|
-
|
|
1547
|
-
|
|
1548
|
-
|
|
1549
|
-
|
|
1550
|
-
|
|
1551
|
-
|
|
1552
|
-
|
|
1553
|
-
|
|
1520
|
+
return {
|
|
1521
|
+
graph: graph ?? createEmptyShaderGraph(),
|
|
1522
|
+
selectedNodes: [],
|
|
1523
|
+
hoveredNode: null,
|
|
1524
|
+
hoveredPort: null,
|
|
1525
|
+
draggingConnection: null,
|
|
1526
|
+
viewOffset: { x: 0, y: 0 },
|
|
1527
|
+
zoom: 1,
|
|
1528
|
+
previewEnabled: true,
|
|
1529
|
+
generatedShader: null,
|
|
1530
|
+
compileErrors: []
|
|
1531
|
+
};
|
|
1554
1532
|
}
|
|
1555
1533
|
function createEmptyShaderGraph() {
|
|
1556
|
-
|
|
1557
|
-
|
|
1558
|
-
|
|
1559
|
-
|
|
1560
|
-
|
|
1561
|
-
|
|
1562
|
-
|
|
1563
|
-
|
|
1564
|
-
|
|
1565
|
-
|
|
1566
|
-
|
|
1567
|
-
|
|
1568
|
-
|
|
1569
|
-
|
|
1570
|
-
|
|
1571
|
-
|
|
1572
|
-
|
|
1573
|
-
|
|
1574
|
-
|
|
1575
|
-
|
|
1576
|
-
|
|
1577
|
-
|
|
1578
|
-
|
|
1579
|
-
|
|
1580
|
-
|
|
1581
|
-
|
|
1582
|
-
|
|
1583
|
-
|
|
1534
|
+
return {
|
|
1535
|
+
id: `shader_${Date.now()}`,
|
|
1536
|
+
name: "New Shader",
|
|
1537
|
+
target: "glsl",
|
|
1538
|
+
stage: "fragment",
|
|
1539
|
+
nodes: [
|
|
1540
|
+
{
|
|
1541
|
+
id: "master",
|
|
1542
|
+
type: "pbrMasterNode",
|
|
1543
|
+
position: { x: 600, y: 200 },
|
|
1544
|
+
properties: {}
|
|
1545
|
+
}
|
|
1546
|
+
],
|
|
1547
|
+
connections: [],
|
|
1548
|
+
properties: [],
|
|
1549
|
+
settings: {
|
|
1550
|
+
precision: "highp",
|
|
1551
|
+
blendMode: "opaque",
|
|
1552
|
+
cullMode: "back",
|
|
1553
|
+
depthWrite: true,
|
|
1554
|
+
depthTest: "lequal",
|
|
1555
|
+
castShadows: true,
|
|
1556
|
+
receiveShadows: true,
|
|
1557
|
+
doubleSided: false,
|
|
1558
|
+
surfaceType: "opaque",
|
|
1559
|
+
renderQueue: 2e3
|
|
1560
|
+
}
|
|
1561
|
+
};
|
|
1584
1562
|
}
|
|
1585
|
-
|
|
1586
|
-
|
|
1587
|
-
|
|
1588
|
-
|
|
1589
|
-
|
|
1590
|
-
graph.name = name;
|
|
1591
|
-
graph.target = target;
|
|
1592
|
-
return graph;
|
|
1563
|
+
function createShaderGraph(name, target = "glsl") {
|
|
1564
|
+
const graph = createEmptyShaderGraph();
|
|
1565
|
+
graph.name = name;
|
|
1566
|
+
graph.target = target;
|
|
1567
|
+
return graph;
|
|
1593
1568
|
}
|
|
1594
1569
|
function generateShader(graph) {
|
|
1595
|
-
|
|
1596
|
-
|
|
1570
|
+
const generator = new ShaderCodeGenerator(graph);
|
|
1571
|
+
return generator.generate();
|
|
1597
1572
|
}
|
|
1598
1573
|
function getNodeLibrary() {
|
|
1599
|
-
|
|
1574
|
+
return SHADER_NODE_LIBRARY;
|
|
1600
1575
|
}
|
|
1601
1576
|
function getNodesByCategory(category) {
|
|
1602
|
-
|
|
1577
|
+
return SHADER_NODE_LIBRARY.filter((n) => n.category === category);
|
|
1603
1578
|
}
|
|
1604
1579
|
function findNodeDef(nodeType) {
|
|
1605
|
-
|
|
1580
|
+
return SHADER_NODE_LIBRARY.find((n) => n.id === nodeType);
|
|
1606
1581
|
}
|
|
1607
|
-
|
|
1608
1582
|
exports.SHADER_NODE_LIBRARY = SHADER_NODE_LIBRARY;
|
|
1609
1583
|
exports.ShaderCodeGenerator = ShaderCodeGenerator;
|
|
1610
1584
|
exports.createEmptyShaderGraph = createEmptyShaderGraph;
|