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Pixelorama/src/Classes/ShaderImageEffect.gd

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class_name ShaderImageEffect
extends Reference
# Helper class to generate image effects using shaders
signal done
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func generate_image(img: Image, shader: Shader, params: Dictionary, size: Vector2) -> void:
img.unlock()
# duplicate shader before modifying code to avoid affecting original resource
shader = shader.duplicate()
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shader.code = shader.code.replace("unshaded", "unshaded, blend_premul_alpha")
var vp := VisualServer.viewport_create()
var canvas := VisualServer.canvas_create()
VisualServer.viewport_attach_canvas(vp, canvas)
VisualServer.viewport_set_size(vp, size.x, size.y)
VisualServer.viewport_set_disable_3d(vp, true)
VisualServer.viewport_set_usage(vp, VisualServer.VIEWPORT_USAGE_2D)
VisualServer.viewport_set_active(vp, true)
VisualServer.viewport_set_transparent_background(vp, true)
var ci_rid := VisualServer.canvas_item_create()
VisualServer.viewport_set_canvas_transform(vp, canvas, Transform())
VisualServer.canvas_item_set_parent(ci_rid, canvas)
var texture := VisualServer.texture_create_from_image(img, 0)
VisualServer.canvas_item_add_texture_rect(ci_rid, Rect2(Vector2.ZERO, size), texture)
var mat_rid := VisualServer.material_create()
VisualServer.material_set_shader(mat_rid, shader.get_rid())
VisualServer.canvas_item_set_material(ci_rid, mat_rid)
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for key in params:
VisualServer.material_set_param(mat_rid, key, params[key])
VisualServer.viewport_set_update_mode(vp, VisualServer.VIEWPORT_UPDATE_ONCE)
VisualServer.viewport_set_vflip(vp, true)
VisualServer.force_draw(false)
var viewport_texture := Image.new()
viewport_texture = VisualServer.texture_get_data(VisualServer.viewport_get_texture(vp))
VisualServer.free_rid(vp)
VisualServer.free_rid(canvas)
VisualServer.free_rid(ci_rid)
VisualServer.free_rid(mat_rid)
VisualServer.free_rid(texture)
viewport_texture.convert(Image.FORMAT_RGBA8)
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img.copy_from(viewport_texture)
emit_signal("done")