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Put all of the image effect shaders in an Effects folder

This commit is contained in:
Emmanouil Papadeas 2023-11-07 00:52:25 +02:00
parent ec57e5173d
commit 79ff486c7b
27 changed files with 20 additions and 16 deletions

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@ -5,7 +5,7 @@ enum GradientDirection { TOP, BOTTOM, LEFT, RIGHT }
enum Interpolation { SCALE3X = 5, CLEANEDGE = 6, OMNISCALE = 7 }
var blend_layers_shader := preload("res://src/Shaders/BlendLayers.gdshader")
var clean_edge_shader: Shader
var omniscale_shader := preload("res://src/Shaders/Rotation/OmniScale.gdshader")
var omniscale_shader := preload("res://src/Shaders/Effects/Rotation/OmniScale.gdshader")
## Blends canvas layers into passed image starting from the origin position

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@ -1,7 +1,7 @@
class_name SelectionMap
extends Image
var invert_shader := preload("res://src/Shaders/Invert.gdshader")
var invert_shader := preload("res://src/Shaders/Effects/Invert.gdshader")
func is_pixel_selected(pixel: Vector2i) -> bool:

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@ -5,7 +5,7 @@ var green := true
var blue := true
var alpha := false
var shader := preload("res://src/Shaders/Desaturate.gdshader")
var shader := preload("res://src/Shaders/Effects/Desaturate.gdshader")
func _ready() -> void:

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@ -2,7 +2,7 @@ extends ImageEffect
enum Animate { OFFSET_X, OFFSET_Y }
var color := Color.BLACK
var shader := preload("res://src/Shaders/DropShadow.gdshader")
var shader := preload("res://src/Shaders/Effects/DropShadow.gdshader")
@onready var shadow_color := $VBoxContainer/ShadowOptions/ShadowColor as ColorPickerButton

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@ -3,8 +3,8 @@ extends ImageEffect
enum { LINEAR, RADIAL, LINEAR_DITHERING, RADIAL_DITHERING }
enum Animate { POSITION, SIZE, ANGLE, CENTER_X, CENTER_Y, RADIUS_X, RADIUS_Y }
var shader_linear := preload("res://src/Shaders/Gradients/Linear.gdshader")
var shader_linear_dither := preload("res://src/Shaders/Gradients/LinearDithering.gdshader")
var shader_linear := preload("res://src/Shaders/Effects/Gradients/Linear.gdshader")
var shader_linear_dither := preload("res://src/Shaders/Effects/Gradients/LinearDithering.gdshader")
var shader := shader_linear
var dither_matrices: Array[DitherMatrix] = [

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@ -1,6 +1,6 @@
extends ImageEffect
var shader := preload("res://src/Shaders/GradientMap.gdshader")
var shader := preload("res://src/Shaders/Effects/GradientMap.gdshader")
func _ready() -> void:

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@ -1,7 +1,7 @@
extends ImageEffect
enum Animate { HUE, SATURATION, VALUE }
var shader := preload("res://src/Shaders/HSV.gdshader")
var shader := preload("res://src/Shaders/Effects/HSV.gdshader")
@onready var hue_slider := $VBoxContainer/HueSlider as ValueSlider
@onready var sat_slider := $VBoxContainer/SaturationSlider as ValueSlider

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@ -5,7 +5,7 @@ var green := true
var blue := true
var alpha := false
var shader := preload("res://src/Shaders/Invert.gdshader")
var shader := preload("res://src/Shaders/Effects/Invert.gdshader")
func _ready() -> void:

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@ -2,7 +2,7 @@ extends ImageEffect
enum Animate { OFFSET_X, OFFSET_Y }
var shader := preload("res://src/Shaders/OffsetPixels.gdshader")
var shader := preload("res://src/Shaders/Effects/OffsetPixels.gdshader")
var wrap_around := false
@onready var offset_sliders := $VBoxContainer/OffsetOptions/OffsetSliders as ValueSliderV2

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@ -5,7 +5,7 @@ var color := Color.BLACK
var thickness := 1
var pattern := 0
var inside_image := false
var shader := preload("res://src/Shaders/OutlineInline.gdshader")
var shader := preload("res://src/Shaders/Effects/OutlineInline.gdshader")
@onready var outline_color := $VBoxContainer/OutlineOptions/OutlineColor as ColorPickerButton

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@ -1,6 +1,6 @@
extends ImageEffect
var shader := preload("res://src/Shaders/Posterize.gdshader")
var shader := preload("res://src/Shaders/Effects/Posterize.gdshader")
var levels := 2.0
var dither := 0.0

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@ -4,8 +4,8 @@ enum { ROTXEL_SMEAR, CLEANEDGE, OMNISCALE, NNS, NN, ROTXEL, URD }
enum Animate { ANGLE, INITIAL_ANGLE }
var live_preview := true
var rotxel_shader := preload("res://src/Shaders/Rotation/SmearRotxel.gdshader")
var nn_shader := preload("res://src/Shaders/Rotation/NearestNeighbour.gdshader")
var rotxel_shader := preload("res://src/Shaders/Effects/Rotation/SmearRotxel.gdshader")
var nn_shader := preload("res://src/Shaders/Effects/Rotation/NearestNeighbour.gdshader")
var pivot := Vector2.INF
var drag_pivot := false
@ -37,7 +37,9 @@ func _ready() -> void:
func _about_to_popup() -> void:
if DrawingAlgos.clean_edge_shader == null:
DrawingAlgos.clean_edge_shader = load("res://src/Shaders/Rotation/cleanEdge.gdshader")
DrawingAlgos.clean_edge_shader = load(
"res://src/Shaders/Effects/Rotation/cleanEdge.gdshader"
)
drag_pivot = false
if pivot == Vector2.INF:
_calculate_pivot()

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@ -23,7 +23,9 @@ func _ready() -> void:
func _on_ScaleImage_about_to_show() -> void:
if DrawingAlgos.clean_edge_shader == null:
DrawingAlgos.clean_edge_shader = load("res://src/Shaders/Rotation/cleanEdge.gdshader")
DrawingAlgos.clean_edge_shader = load(
"res://src/Shaders/Effects/Rotation/cleanEdge.gdshader"
)
Global.canvas.selection.transform_content_confirm()
aspect_ratio = float(Global.current_project.size.x) / float(Global.current_project.size.y)
width_value.value = Global.current_project.size.x