Added missed inputs for other modes in visual shaders
This commit is contained in:
parent
f3eafcec1a
commit
3c159ea379
2 changed files with 119 additions and 44 deletions
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@ -58,7 +58,11 @@ void VisualShaderNodePlugin::_bind_methods() {
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void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
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bool was_null = false;
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if (p_visual_shader) {
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if (visual_shader.is_null()) {
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was_null = true;
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}
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visual_shader = Ref<VisualShader>(p_visual_shader);
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} else {
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visual_shader.unref();
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@ -67,6 +71,9 @@ void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
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if (visual_shader.is_null()) {
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hide();
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} else {
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if (was_null) { // to avoid tree collapse
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_update_options_menu();
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}
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_update_graph();
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}
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}
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@ -174,6 +181,12 @@ void VisualShaderEditor::_update_options_menu() {
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int item_count2 = 0;
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bool is_first_item = true;
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int current_func = -1;
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if (!visual_shader.is_null()) {
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current_func = visual_shader->get_mode();
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}
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for (int i = 0; i < add_options.size() + 1; i++) {
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if (i == add_options.size()) {
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@ -220,7 +233,7 @@ void VisualShaderEditor::_update_options_menu() {
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}
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}
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if (sub_category != NULL) {
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if (_is_available(add_options[i].mode)) {
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if ((add_options[i].func == current_func || add_options[i].func == -1) && _is_available(add_options[i].mode)) {
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++item_count2;
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TreeItem *item = members->create_item(sub_category);
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item->set_text(0, add_options[i].name);
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@ -252,7 +265,7 @@ void VisualShaderEditor::_update_options_menu() {
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}
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} else {
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if (category != NULL) {
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if (_is_available(add_options[i].mode)) {
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if ((add_options[i].func == current_func || add_options[i].func == -1) && _is_available(add_options[i].mode)) {
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++item_count;
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TreeItem *item = members->create_item(category);
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item->set_text(0, add_options[i].name);
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@ -1250,8 +1263,8 @@ void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da
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}
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void VisualShaderEditor::_bind_methods() {
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ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
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ClassDB::bind_method("_update_options_menu", &VisualShaderEditor::_update_options_menu);
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ClassDB::bind_method("_add_node", &VisualShaderEditor::_add_node);
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ClassDB::bind_method("_node_dragged", &VisualShaderEditor::_node_dragged);
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ClassDB::bind_method("_connection_request", &VisualShaderEditor::_connection_request);
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@ -1441,50 +1454,106 @@ VisualShaderEditor::VisualShaderEditor() {
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// INPUT
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add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", TTR("'camera' input parameter for all shader modes."), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", TTR("'inv_camera' input parameter for all shader modes."), "inv_camera", VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", TTR("'inv_projection' input parameter for all shader modes."), "inv_projection", VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", TTR("'normal' input parameter for all shader modes."), "normal", VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", TTR("'projection' input parameter for all shader modes."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", TTR("'viewport_size' input parameter for all shader modes."), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", TTR("'world' input parameter for all shader modes."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM));
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// SPATIAL-FOR-ALL
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add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", TTR("'camera' input parameter for all shader modes."), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", TTR("'inv_camera' input parameter for all shader modes."), "inv_camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", TTR("'inv_projection' input parameter for all shader modes."), "inv_projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", TTR("'normal' input parameter for all shader modes."), "normal", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", TTR("'projection' input parameter for all shader modes."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", TTR("'viewport_size' input parameter for all shader modes."), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", TTR("'world' input parameter for all shader modes."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::Mode::MODE_SPATIAL));
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// CANVASITEM-FOR-ALL
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add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", TTR("'alpha' input parameter for all shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::Mode::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", TTR("'color' input parameter for all shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::Mode::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", TTR("'texture_pixel_size' input parameter for all shader modes."), "texture_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::Mode::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::Mode::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", TTR("'uv' input parameter for all shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::Mode::MODE_CANVAS_ITEM));
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/////////////////
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add_options.push_back(AddOption("Input", "Input", "Common", "VisualShaderNodeInput", TTR("Input parameter.")));
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add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", TTR("'alpha' input parameter for fragment shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT));
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add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", TTR("'binormal' input parameter for fragment shader mode."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
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add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", TTR("'color' input parameter for fragment shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
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add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment shader mode."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
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add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment shader mode."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
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add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment shader mode."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
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add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", TTR("'side' input parameter for fragment shader mode."), "side", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT));
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add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", TTR("'tangent' input parameter for fragment shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
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add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv' input parameter for fragment shader mode."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
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add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv2' input parameter for fragment shader mode."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
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add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", TTR("'vertex' input parameter for fragment shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
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add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", TTR("'view' input parameter for fragment shader mode."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
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// SPATIAL INPUTS
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add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", TTR("'albedo' input parameter for light shader mode."), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
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add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", TTR("'attenuation' input parameter for light shader mode."), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
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add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", TTR("'diffuse' input parameter for light shader mode."), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
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add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for light shader mode."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
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add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", TTR("'light' input parameter for light shader mode."), "light", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
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add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
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add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", TTR("'roughness' input parameter for light shader mode."), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT));
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add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", TTR("'specular' input parameter for light shader mode."), "specular", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
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add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", TTR("'transmission' input parameter for light shader mode."), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
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add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", TTR("'view' input parameter for light shader mode."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
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add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex and fragment shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex and fragment shader modes."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", TTR("'color' input parameter for vertex and fragment shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment shader mode."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment shader mode."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", TTR("'side' input parameter for fragment shader mode."), "side", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex and fragment shader modes."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex and fragment shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex and fragment shader modes."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex and fragment shader modes."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", TTR("'view' input parameter for fragment and light shader modes."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX));
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add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex shader mode."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
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add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
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add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", TTR("'modelview' input parameter for vertex shader mode."), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX));
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add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX));
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add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
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add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex shader mode."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
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add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex shader mode."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
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add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
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add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", TTR("'albedo' input parameter for light shader mode."), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", TTR("'attenuation' input parameter for light shader mode."), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", TTR("'diffuse' input parameter for light shader mode."), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", TTR("'light' input parameter for light shader mode."), "light", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", TTR("'roughness' input parameter for light shader mode."), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", TTR("'specular' input parameter for light shader mode."), "specular", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", TTR("'transmission' input parameter for light shader mode."), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", TTR("'view' input parameter for fragment and light shader modes."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex and fragment shader modes."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex and fragment shader modes."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex and fragment shader modes."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", TTR("'modelview' input parameter for vertex shader mode."), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex and fragment shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex and fragment shader modes."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex and fragment shader modes."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
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add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex and fragment shader modes."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_SPATIAL));
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// CANVASITEM INPUTS
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add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("LightPass", "Input", "Fragment", "VisualShaderNodeInput", TTR("'light_pass' input parameter for vertex and fragment shader modes."), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment and light shader modes."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_pixel_size' input parameter for fragment shader mode."), "screen_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment and light shader modes."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
|
||||
add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment and light shader modes."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", TTR("'light_alpha' input parameter for light shader mode."), "light_alpha", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("LightHeight", "Input", "Light", "VisualShaderNodeInput", TTR("'light_height' input parameter for light shader mode."), "light_height", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("LightUV", "Input", "Light", "VisualShaderNodeInput", TTR("'light_uv' input parameter for light shader mode."), "light_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("LightVector", "Input", "Light", "VisualShaderNodeInput", TTR("'light_vec' input parameter for light shader mode."), "light_vec", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", TTR("'normal' input parameter for light shader mode."), "normal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment and light shader modes."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment and light shader modes."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("ShadowColor", "Input", "Light", "VisualShaderNodeInput", TTR("'shadow_color' input parameter for light shader mode."), "shadow_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
|
||||
add_options.push_back(AddOption("Extra", "Input", "Vertex", "VisualShaderNodeInput", TTR("'extra' input parameter for vertex shader mode."), "extra", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("LightPass", "Input", "Vertex", "VisualShaderNodeInput", TTR("'light_pass' input parameter for vertex and fragment shader modes."), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("Projection", "Input", "Vertex", "VisualShaderNodeInput", TTR("'projection' input parameter for vertex shader mode."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", TTR("'world' input parameter for vertex shader mode."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_CANVAS_ITEM));
|
||||
|
||||
// PARTICLES INPUTS
|
||||
|
||||
add_options.push_back(AddOption("Active", "Input", "Vertex", "VisualShaderNodeInput", TTR("'active' input parameter for vertex shader mode."), "active", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
|
||||
add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
|
||||
add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
|
||||
add_options.push_back(AddOption("Custom", "Input", "Vertex", "VisualShaderNodeInput", TTR("'custom' input parameter for vertex shader mode."), "custom", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
|
||||
add_options.push_back(AddOption("CustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'custom_alpha' input parameter for vertex shader mode."), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
|
||||
add_options.push_back(AddOption("Delta", "Input", "Vertex", "VisualShaderNodeInput", TTR("'delta' input parameter for vertex shader mode."), "delta", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
|
||||
add_options.push_back(AddOption("EmissionTransform", "Input", "Vertex", "VisualShaderNodeInput", TTR("'emission_transform' input parameter for vertex shader mode."), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
|
||||
add_options.push_back(AddOption("Index", "Input", "Vertex", "VisualShaderNodeInput", TTR("'index' input parameter for vertex shader mode."), "index", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
|
||||
add_options.push_back(AddOption("LifeTime", "Input", "Vertex", "VisualShaderNodeInput", TTR("'lifetime' input parameter for vertex shader mode."), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
|
||||
add_options.push_back(AddOption("Restart", "Input", "Vertex", "VisualShaderNodeInput", TTR("'restart' input parameter for vertex shader mode."), "restart", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
|
||||
add_options.push_back(AddOption("Time", "Input", "Vertex", "VisualShaderNodeInput", TTR("'time' input parameter for vertex shader mode."), "time", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
|
||||
add_options.push_back(AddOption("Transform", "Input", "Vertex", "VisualShaderNodeInput", TTR("'transform' input parameter for vertex shader mode."), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
|
||||
add_options.push_back(AddOption("Velocity", "Input", "Vertex", "VisualShaderNodeInput", TTR("'velocity' input parameter for vertex shader mode."), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::Mode::MODE_PARTICLES));
|
||||
|
||||
// SCALAR
|
||||
|
||||
|
@ -1933,6 +2002,9 @@ void EditorPropertyShaderMode::_option_selected(int p_which) {
|
|||
}
|
||||
}
|
||||
|
||||
undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_options_menu");
|
||||
undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_options_menu");
|
||||
|
||||
//update graph
|
||||
undo_redo->add_do_method(VisualShaderEditor::get_singleton(), "_update_graph");
|
||||
undo_redo->add_undo_method(VisualShaderEditor::get_singleton(), "_update_graph");
|
||||
|
|
|
@ -100,8 +100,9 @@ class VisualShaderEditor : public VBoxContainer {
|
|||
Ref<Script> script;
|
||||
int mode;
|
||||
int return_type;
|
||||
int func;
|
||||
|
||||
AddOption(const String &p_name = String(), const String &p_category = String(), const String &p_sub_category = String(), const String &p_type = String(), const String &p_description = String(), int p_sub_func = -1, int p_return_type = -1, int p_mode = -1) {
|
||||
AddOption(const String &p_name = String(), const String &p_category = String(), const String &p_sub_category = String(), const String &p_type = String(), const String &p_description = String(), int p_sub_func = -1, int p_return_type = -1, int p_mode = -1, int p_func = -1) {
|
||||
name = p_name;
|
||||
type = p_type;
|
||||
category = p_category;
|
||||
|
@ -110,9 +111,10 @@ class VisualShaderEditor : public VBoxContainer {
|
|||
sub_func = p_sub_func;
|
||||
return_type = p_return_type;
|
||||
mode = p_mode;
|
||||
func = p_func;
|
||||
}
|
||||
|
||||
AddOption(const String &p_name, const String &p_category, const String &p_sub_category, const String &p_type, const String &p_description, const String &p_sub_func, int p_return_type = -1, int p_mode = -1) {
|
||||
AddOption(const String &p_name, const String &p_category, const String &p_sub_category, const String &p_type, const String &p_description, const String &p_sub_func, int p_return_type = -1, int p_mode = -1, int p_func = -1) {
|
||||
name = p_name;
|
||||
type = p_type;
|
||||
category = p_category;
|
||||
|
@ -121,6 +123,7 @@ class VisualShaderEditor : public VBoxContainer {
|
|||
sub_func_str = p_sub_func;
|
||||
return_type = p_return_type;
|
||||
mode = p_mode;
|
||||
func = p_func;
|
||||
}
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue