Uses LoD even if UV slot is not used in visual shader textures
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1 changed files with 47 additions and 11 deletions
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@ -453,7 +453,12 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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String code;
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if (p_input_vars[0] == String()) { // Use UV by default.
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code += "\tvec4 " + id + "_read = texture( " + id + " , UV.xy );\n";
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if (p_input_vars[1] == String()) {
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code += "\tvec4 " + id + "_read = texture( " + id + " , UV.xy );\n";
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} else {
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code += "\tvec4 " + id + "_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
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}
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} else if (p_input_vars[1] == String()) {
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//no lod
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code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
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@ -485,10 +490,18 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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if (p_input_vars[0] == String()) { // Use UV by default.
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switch (utype) {
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case VisualShaderNodeUniform::UTYPE_CUBEMAP:
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code += "\tvec4 " + id + "_tex_read = texture( " + id + " , vec3(UV, 0.0) );\n";
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if (p_input_vars[1] == String()) {
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code += "\tvec4 " + id + "_tex_read = texture( " + id + " , vec3( UV, 0.0 ) );\n";
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} else {
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code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , vec3( UV, 0.0 ) , " + p_input_vars[1] + " );\n";
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}
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break;
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case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
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code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
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if (p_input_vars[1] == String()) {
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code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
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} else {
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code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
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}
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break;
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default:
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break;
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@ -530,11 +543,15 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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String code = "\t{\n";
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if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
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code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy, 0.0 );\n";
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if (p_input_vars[1] == String()) {
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code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , 0.0 );\n";
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} else {
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code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , " + p_input_vars[1] + ");\n";
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}
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} else if (p_input_vars[1] == String()) {
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//no lod
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code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy, 0.0 );\n";
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code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , 0.0 );\n";
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} else {
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code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
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}
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@ -550,7 +567,11 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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String code = "\t{\n";
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if (p_input_vars[0] == String()) { // Use UV by default.
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code += "\t\tvec4 _tex_read = texture( TEXTURE , UV.xy );\n";
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if (p_input_vars[1] == String()) {
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code += "\t\tvec4 _tex_read = texture( TEXTURE , UV.xy );\n";
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} else {
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code += "\t\tvec4 _tex_read = textureLod( TEXTURE , UV.xy , " + p_input_vars[1] + " );\n";
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}
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} else if (p_input_vars[1] == String()) {
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//no lod
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@ -570,7 +591,11 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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String code = "\t{\n";
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if (p_input_vars[0] == String()) { // Use UV by default.
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code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , UV.xy );\n";
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if (p_input_vars[1] == String()) {
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code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , UV.xy );\n";
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} else {
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code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , UV.xy , " + p_input_vars[1] + " );\n";
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}
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} else if (p_input_vars[1] == String()) {
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//no lod
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@ -600,7 +625,11 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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String code = "\t{\n";
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if (p_input_vars[0] == String()) { // Use UV by default.
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code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , UV.xy ).r;\n";
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if (p_input_vars[1] == String()) {
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code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , UV.xy ).r;\n";
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} else {
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code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , UV.xy , " + p_input_vars[1] + " ).r;\n";
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}
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} else if (p_input_vars[1] == String()) {
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//no lod
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@ -789,7 +818,11 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader:
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String code;
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if (p_input_vars[0] == String()) { // Use UV by default.
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code += "\tvec4 " + id + "_read = texture( " + id + " , vec3(UV, 0.0) );\n";
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if (p_input_vars[1] == String()) {
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code += "\tvec4 " + id + "_read = texture( " + id + " , vec3( UV, 0.0 ) );\n";
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} else {
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code += "\tvec4 " + id + "_read = textureLod( " + id + " , vec3( UV, 0.0 )" + " , " + p_input_vars[1] + " );\n";
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}
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} else if (p_input_vars[1] == String()) {
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//no lod
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@ -3178,8 +3211,11 @@ String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, Visual
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String id = get_uniform_name();
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String code = "\t{\n";
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if (p_input_vars[0] == String()) { // Use UV by default.
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code += "\t\tvec4 n_tex_read = texture( " + id + " , UV.xy );\n";
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if (p_input_vars[1] == String()) {
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code += "\t\tvec4 n_tex_read = texture( " + id + " , UV.xy );\n";
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} else {
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code += "\t\tvec4 n_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
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}
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} else if (p_input_vars[1] == String()) {
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//no lod
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code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
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