diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index 7a56edf7c4c..2a92e2c172e 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -1158,6 +1158,10 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { //actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth"; actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor"; actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; + actions[VS::SHADER_SPATIAL].renames["NODE_POSITION_WORLD"] = "world_transform[3].xyz"; + actions[VS::SHADER_SPATIAL].renames["CAMERA_POSITION_WORLD"] = "camera_matrix[3].xyz"; + actions[VS::SHADER_SPATIAL].renames["CAMERA_DIRECTION_WORLD"] = "camera_inverse_matrix[3].xyz"; + actions[VS::SHADER_SPATIAL].renames["NODE_POSITION_VIEW"] = "(world_transform * camera_inverse_matrix)[3].xyz"; //for light actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view"; diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index c7403e5ca55..e9d773c246e 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -1216,6 +1216,10 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth"; actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor"; actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; + actions[VS::SHADER_SPATIAL].renames["NODE_POSITION_WORLD"] = "world_transform[3].xyz"; + actions[VS::SHADER_SPATIAL].renames["CAMERA_POSITION_WORLD"] = "camera_matrix[3].xyz"; + actions[VS::SHADER_SPATIAL].renames["CAMERA_DIRECTION_WORLD"] = "camera_inverse_matrix[3].xyz"; + actions[VS::SHADER_SPATIAL].renames["NODE_POSITION_VIEW"] = "(world_transform * camera_inverse_matrix)[3].xyz"; //for light actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view"; diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index 60021466da7..7f774b52ee6 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -2623,6 +2623,10 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv2"), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("NodePositionWorld", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world"), "node_position_world", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("CameraPositionWorld", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world"), "camera_position_world", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("CameraDirectionWorld", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world"), "camera_direction_world", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("NodePositionView", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view"), "node_position_view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo"), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation"), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); @@ -2645,6 +2649,10 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv2"), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("NodePositionWorld", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world"), "node_position_world", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("CameraPositionWorld", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world"), "camera_position_world", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("CameraDirectionWorld", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world"), "camera_direction_world", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("NodePositionView", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view"), "node_position_view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); // CANVASITEM INPUTS diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 235870304fd..1c8dad08611 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -1579,6 +1579,10 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "node_position_world", "NODE_POSITION_WORLD" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "camera_position_world", "CAMERA_POSITION_WORLD" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "camera_direction_world", "CAMERA_DIRECTION_WORLD" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "node_position_view", "NODE_POSITION_VIEW" }, // Spatial, Fragment { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, @@ -1607,6 +1611,10 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "node_position_world", "NODE_POSITION_WORLD" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "camera_position_world", "CAMERA_POSITION_WORLD" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "camera_direction_world", "CAMERA_DIRECTION_WORLD" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "node_position_view", "NODE_POSITION_VIEW" }, // Spatial, Light { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index ab4e22ff3d7..b644d989cfe 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -81,6 +81,10 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT); shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); + shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_DIRECTION_WORLD"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_VIEW"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].main_function = true; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VERTEX"] = constt(ShaderLanguage::TYPE_VEC3); @@ -129,6 +133,10 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_DIRECTION_WORLD"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_VIEW"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].can_discard = true; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].main_function = true;