Uses LoD even if UV slot is not used in visual shader textures
This commit is contained in:
parent
ed9fe4587d
commit
d2fd2f32fc
1 changed files with 47 additions and 11 deletions
|
@ -453,7 +453,12 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
|
||||||
String code;
|
String code;
|
||||||
if (p_input_vars[0] == String()) { // Use UV by default.
|
if (p_input_vars[0] == String()) { // Use UV by default.
|
||||||
|
|
||||||
|
if (p_input_vars[1] == String()) {
|
||||||
code += "\tvec4 " + id + "_read = texture( " + id + " , UV.xy );\n";
|
code += "\tvec4 " + id + "_read = texture( " + id + " , UV.xy );\n";
|
||||||
|
} else {
|
||||||
|
code += "\tvec4 " + id + "_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
|
||||||
|
}
|
||||||
|
|
||||||
} else if (p_input_vars[1] == String()) {
|
} else if (p_input_vars[1] == String()) {
|
||||||
//no lod
|
//no lod
|
||||||
code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
|
code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
|
||||||
|
@ -485,10 +490,18 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
|
||||||
if (p_input_vars[0] == String()) { // Use UV by default.
|
if (p_input_vars[0] == String()) { // Use UV by default.
|
||||||
switch (utype) {
|
switch (utype) {
|
||||||
case VisualShaderNodeUniform::UTYPE_CUBEMAP:
|
case VisualShaderNodeUniform::UTYPE_CUBEMAP:
|
||||||
|
if (p_input_vars[1] == String()) {
|
||||||
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , vec3( UV, 0.0 ) );\n";
|
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , vec3( UV, 0.0 ) );\n";
|
||||||
|
} else {
|
||||||
|
code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , vec3( UV, 0.0 ) , " + p_input_vars[1] + " );\n";
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
|
case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
|
||||||
|
if (p_input_vars[1] == String()) {
|
||||||
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
|
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
|
||||||
|
} else {
|
||||||
|
code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
|
@ -530,7 +543,11 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
|
||||||
String code = "\t{\n";
|
String code = "\t{\n";
|
||||||
if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
|
if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
|
||||||
|
|
||||||
|
if (p_input_vars[1] == String()) {
|
||||||
code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , 0.0 );\n";
|
code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , 0.0 );\n";
|
||||||
|
} else {
|
||||||
|
code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , " + p_input_vars[1] + ");\n";
|
||||||
|
}
|
||||||
|
|
||||||
} else if (p_input_vars[1] == String()) {
|
} else if (p_input_vars[1] == String()) {
|
||||||
//no lod
|
//no lod
|
||||||
|
@ -550,7 +567,11 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
|
||||||
String code = "\t{\n";
|
String code = "\t{\n";
|
||||||
if (p_input_vars[0] == String()) { // Use UV by default.
|
if (p_input_vars[0] == String()) { // Use UV by default.
|
||||||
|
|
||||||
|
if (p_input_vars[1] == String()) {
|
||||||
code += "\t\tvec4 _tex_read = texture( TEXTURE , UV.xy );\n";
|
code += "\t\tvec4 _tex_read = texture( TEXTURE , UV.xy );\n";
|
||||||
|
} else {
|
||||||
|
code += "\t\tvec4 _tex_read = textureLod( TEXTURE , UV.xy , " + p_input_vars[1] + " );\n";
|
||||||
|
}
|
||||||
|
|
||||||
} else if (p_input_vars[1] == String()) {
|
} else if (p_input_vars[1] == String()) {
|
||||||
//no lod
|
//no lod
|
||||||
|
@ -570,7 +591,11 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
|
||||||
String code = "\t{\n";
|
String code = "\t{\n";
|
||||||
if (p_input_vars[0] == String()) { // Use UV by default.
|
if (p_input_vars[0] == String()) { // Use UV by default.
|
||||||
|
|
||||||
|
if (p_input_vars[1] == String()) {
|
||||||
code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , UV.xy );\n";
|
code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , UV.xy );\n";
|
||||||
|
} else {
|
||||||
|
code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , UV.xy , " + p_input_vars[1] + " );\n";
|
||||||
|
}
|
||||||
|
|
||||||
} else if (p_input_vars[1] == String()) {
|
} else if (p_input_vars[1] == String()) {
|
||||||
//no lod
|
//no lod
|
||||||
|
@ -600,7 +625,11 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
|
||||||
String code = "\t{\n";
|
String code = "\t{\n";
|
||||||
if (p_input_vars[0] == String()) { // Use UV by default.
|
if (p_input_vars[0] == String()) { // Use UV by default.
|
||||||
|
|
||||||
|
if (p_input_vars[1] == String()) {
|
||||||
code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , UV.xy ).r;\n";
|
code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , UV.xy ).r;\n";
|
||||||
|
} else {
|
||||||
|
code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , UV.xy , " + p_input_vars[1] + " ).r;\n";
|
||||||
|
}
|
||||||
|
|
||||||
} else if (p_input_vars[1] == String()) {
|
} else if (p_input_vars[1] == String()) {
|
||||||
//no lod
|
//no lod
|
||||||
|
@ -789,7 +818,11 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader:
|
||||||
String code;
|
String code;
|
||||||
if (p_input_vars[0] == String()) { // Use UV by default.
|
if (p_input_vars[0] == String()) { // Use UV by default.
|
||||||
|
|
||||||
|
if (p_input_vars[1] == String()) {
|
||||||
code += "\tvec4 " + id + "_read = texture( " + id + " , vec3( UV, 0.0 ) );\n";
|
code += "\tvec4 " + id + "_read = texture( " + id + " , vec3( UV, 0.0 ) );\n";
|
||||||
|
} else {
|
||||||
|
code += "\tvec4 " + id + "_read = textureLod( " + id + " , vec3( UV, 0.0 )" + " , " + p_input_vars[1] + " );\n";
|
||||||
|
}
|
||||||
|
|
||||||
} else if (p_input_vars[1] == String()) {
|
} else if (p_input_vars[1] == String()) {
|
||||||
//no lod
|
//no lod
|
||||||
|
@ -3178,8 +3211,11 @@ String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, Visual
|
||||||
String id = get_uniform_name();
|
String id = get_uniform_name();
|
||||||
String code = "\t{\n";
|
String code = "\t{\n";
|
||||||
if (p_input_vars[0] == String()) { // Use UV by default.
|
if (p_input_vars[0] == String()) { // Use UV by default.
|
||||||
|
if (p_input_vars[1] == String()) {
|
||||||
code += "\t\tvec4 n_tex_read = texture( " + id + " , UV.xy );\n";
|
code += "\t\tvec4 n_tex_read = texture( " + id + " , UV.xy );\n";
|
||||||
|
} else {
|
||||||
|
code += "\t\tvec4 n_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
|
||||||
|
}
|
||||||
} else if (p_input_vars[1] == String()) {
|
} else if (p_input_vars[1] == String()) {
|
||||||
//no lod
|
//no lod
|
||||||
code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
|
code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
|
||||||
|
|
Loading…
Reference in a new issue