59 lines
1.3 KiB
C#
59 lines
1.3 KiB
C#
|
|
using Godot;
|
|
using Godot.Collections;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Rokojori
|
|
{
|
|
[Tool]
|
|
[GlobalClass]
|
|
public partial class DepthViewEffect:SingleShaderCompositorEffect
|
|
{
|
|
public static readonly string shaderPath = Path( "DepthView/DepthViewShader.glsl" );
|
|
|
|
RDSampler sampler;
|
|
|
|
[Export( PropertyHint.Range, "0,1") ]
|
|
public float greyAmount;
|
|
|
|
[Export( PropertyHint.Range, "0,1") ]
|
|
public float depthAmount;
|
|
|
|
[Export( PropertyHint.Range, "0.001,3") ]
|
|
public float depthPower;
|
|
|
|
protected override void OnConfigure()
|
|
{
|
|
EffectCallbackType = EffectCallbackTypeEnum.PostTransparent;
|
|
_shaderPath = shaderPath;
|
|
_groupSize = 8;
|
|
}
|
|
|
|
protected override void OnInitialize()
|
|
{
|
|
base.OnInitialize();
|
|
|
|
sampler = context.Sampler( RenderingDevice.SamplerFilter.Nearest, RenderingDevice.SamplerRepeatMode.ClampToEdge );
|
|
}
|
|
|
|
protected override void SetConstants()
|
|
{
|
|
constants.Set(
|
|
(Vector2)context.internalSize,
|
|
new Vector2( greyAmount, depthAmount ),
|
|
depthPower
|
|
);
|
|
}
|
|
|
|
protected override void RenderView()
|
|
{
|
|
context.AssignScreenColorTexture();
|
|
context.AssignScreenDepthTexture( sampler );
|
|
|
|
context.pushConstants = constants;
|
|
|
|
context.ProcessComputeProgram();
|
|
|
|
}
|
|
}
|
|
} |