Merge pull request #60439 from Chaosus/vs_vec4
This commit is contained in:
commit
d9d871dfbf
6 changed files with 248 additions and 489 deletions
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@ -489,6 +489,7 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) {
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theme->set_color("axis_x_color", "Editor", Color(0.96, 0.20, 0.32));
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theme->set_color("axis_y_color", "Editor", Color(0.53, 0.84, 0.01));
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theme->set_color("axis_z_color", "Editor", Color(0.16, 0.55, 0.96));
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theme->set_color("axis_w_color", "Editor", Color(0.55, 0.55, 0.55));
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const float prop_color_saturation = accent_color.get_s() * 0.75;
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const float prop_color_value = accent_color.get_v();
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@ -923,6 +923,7 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
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port_left = vsnode->get_input_port_type(i + 3);
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}
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node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
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port_offset++;
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valid_left = (i + 4) < vsnode->get_input_port_count();
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port_left = VisualShaderNode::PORT_TYPE_SCALAR;
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@ -4027,7 +4028,10 @@ void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input,
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return;
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}
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bool type_changed = p_input->get_input_type_by_name(p_name) != p_input->get_input_type_by_name(prev_name);
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VisualShaderNode::PortType next_input_type = p_input->get_input_type_by_name(p_name);
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VisualShaderNode::PortType prev_input_type = p_input->get_input_type_by_name(prev_name);
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bool type_changed = next_input_type != prev_input_type;
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UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
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undo_redo->create_action(TTR("Visual Shader Input Type Changed"));
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@ -4035,31 +4039,54 @@ void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input,
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undo_redo->add_do_method(p_input.ptr(), "set_input_name", p_name);
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undo_redo->add_undo_method(p_input.ptr(), "set_input_name", prev_name);
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// update output port
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for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
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VisualShader::Type type = VisualShader::Type(type_id);
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int id = visual_shader->find_node_id(type, p_input);
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if (id != VisualShader::NODE_ID_INVALID) {
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if (type_changed) {
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if (type_changed) {
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for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
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VisualShader::Type type = VisualShader::Type(type_id);
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int id = visual_shader->find_node_id(type, p_input);
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if (id != VisualShader::NODE_ID_INVALID) {
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bool is_expanded = p_input->is_output_port_expandable(0) && p_input->_is_output_port_expanded(0);
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int type_size = 0;
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if (is_expanded) {
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switch (next_input_type) {
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case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
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type_size = 2;
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} break;
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case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
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type_size = 3;
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} break;
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case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
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type_size = 4;
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} break;
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default:
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break;
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}
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}
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List<VisualShader::Connection> conns;
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visual_shader->get_node_connections(type, &conns);
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for (const VisualShader::Connection &E : conns) {
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if (E.from_node == id) {
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if (visual_shader->is_port_types_compatible(p_input->get_input_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
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undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
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undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
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continue;
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int from_node = E.from_node;
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int from_port = E.from_port;
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int to_node = E.to_node;
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int to_port = E.to_port;
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if (from_node == id) {
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bool is_incompatible_types = !visual_shader->is_port_types_compatible(p_input->get_input_type_by_name(p_name), visual_shader->get_node(type, to_node)->get_input_port_type(to_port));
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if (is_incompatible_types || from_port > type_size) {
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undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
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undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
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undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
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undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
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}
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undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
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undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
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undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
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undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
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}
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}
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undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
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undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
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}
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undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
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undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
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break;
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}
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}
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@ -5068,8 +5095,7 @@ VisualShaderEditor::VisualShaderEditor() {
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// CANVASITEM-FOR-ALL
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add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha", "COLOR.a"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR.rgb"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "texture_pixel_size", "TEXTURE_PIXEL_SIZE"), { "texture_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv", "UV"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
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@ -5077,11 +5103,9 @@ VisualShaderEditor::VisualShaderEditor() {
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// PARTICLES-FOR-ALL
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add_options.push_back(AddOption("Active", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active", "ACTIVE"), { "active" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha", "COLOR.a"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("AttractorForce", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "attractor_force", "ATTRACTOR_FORCE"), { "attractor_force" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR.rgb"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Custom", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom", "CUSTOM.rgb"), { "custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("CustomAlpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom_alpha", "CUSTOM.a"), { "custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Custom", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom", "CUSTOM"), { "custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Delta", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta", "DELTA"), { "delta" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("EmissionTransform", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform", "EMISSION_TRANSFORM"), { "emission_transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
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add_options.push_back(AddOption("Index", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index", "INDEX"), { "index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, -1, Shader::MODE_PARTICLES));
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@ -5111,12 +5135,10 @@ VisualShaderEditor::VisualShaderEditor() {
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// NODE3D INPUTS
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add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha", "COLOR.a"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR.rgb"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM.rgb"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha", "INSTANCE_CUSTOM.a"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ModelViewMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview_matrix", "MODELVIEW_MATRIX"), { "modelview_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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@ -5126,11 +5148,10 @@ VisualShaderEditor::VisualShaderEditor() {
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add_options.push_back(AddOption("ViewMonoLeft", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left", "VIEW_MONO_LEFT"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ViewRight", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right", "VIEW_RIGHT"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha", "COLOR.a"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR.rgb"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("DepthTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "depth_texture", "DEPTH_TEXTURE"), { "depth_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD.xyz"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("FrontFacing", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing", "FRONT_FACING"), { "front_facing" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture", "SCREEN_TEXTURE"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
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@ -5146,7 +5167,7 @@ VisualShaderEditor::VisualShaderEditor() {
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add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation", "ATTENUATION"), { "attenuation" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Backlight", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "backlight", "BACKLIGHT"), { "backlight" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse", "DIFFUSE_LIGHT"), { "diffuse" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD.xyz"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Metallic", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic", "METALLIC"), { "metallic" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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@ -5158,8 +5179,7 @@ VisualShaderEditor::VisualShaderEditor() {
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add_options.push_back(AddOption("AtLightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("CanvasMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas_matrix", "CANVAS_MATRIX"), { "canvas_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM.rgb"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha", "INSTANCE_CUSTOM.a"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("ModelMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
|
||||
|
@ -5168,32 +5188,27 @@ VisualShaderEditor::VisualShaderEditor() {
|
|||
add_options.push_back(AddOption("VertexId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id", "VERTEX_ID"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
|
||||
|
||||
add_options.push_back(AddOption("AtLightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD.xyz"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("NormalTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture", "NORMAL_TEXTURE"), { "normal_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size", "SCREEN_PIXEL_SIZE"), { "screen_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture", "SCREEN_TEXTURE"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("SpecularShininess", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS.rgb"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("SpecularShininessAlpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess_alpha", "SPECULAR_SHININESS.a"), { "specular_shininess_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("SpecularShininess", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("SpecularShininessTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE"), { "specular_shininess_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("Texture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
|
||||
|
||||
add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD.xyz"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT.rgb"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_alpha", "LIGHT.a"), { "light_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR.rgb"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("LightColorAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color_alpha", "LIGHT_COLOR.a"), { "light_color_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("LightPosition", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position", "LIGHT_POSITION"), { "light_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("LightVertex", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "light_vertex", "LIGHT_VERTEX"), { "light_vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal", "NORMAL"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("Shadow", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow", "SHADOW_MODULATE.rgb"), { "shadow" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("ShadowAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_alpha", "SHADOW_MODULATE.a"), { "shadow_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("SpecularShininess", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS.rgb"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("SpecularShininessAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess_alpha", "SPECULAR_SHININESS.a"), { "specular_shininess_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("Shadow", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow", "SHADOW_MODULATE"), { "shadow" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("SpecularShininess", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("Texture", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
|
||||
|
||||
// SKY INPUTS
|
||||
|
@ -5202,8 +5217,7 @@ VisualShaderEditor::VisualShaderEditor() {
|
|||
add_options.push_back(AddOption("AtHalfResPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_half_res_pass", "AT_HALF_RES_PASS"), { "at_half_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
add_options.push_back(AddOption("AtQuarterResPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_quarter_res_pass", "AT_QUARTER_RES_PASS"), { "at_quarter_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
add_options.push_back(AddOption("EyeDir", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "eyedir", "EYEDIR"), { "eyedir" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
add_options.push_back(AddOption("HalfResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color", "HALF_RES_COLOR.rgb"), { "half_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
add_options.push_back(AddOption("HalfResAlpha", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_alpha", "HALF_RES_COLOR.a"), { "half_res_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
add_options.push_back(AddOption("HalfResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color", "HALF_RES_COLOR"), { "half_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
add_options.push_back(AddOption("Light0Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_color", "LIGHT0_COLOR"), { "light0_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
add_options.push_back(AddOption("Light0Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_direction", "LIGHT0_DIRECTION"), { "light0_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
add_options.push_back(AddOption("Light0Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_enabled", "LIGHT0_ENABLED"), { "light0_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
|
@ -5221,8 +5235,7 @@ VisualShaderEditor::VisualShaderEditor() {
|
|||
add_options.push_back(AddOption("Light3Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_enabled", "LIGHT3_ENABLED"), { "light3_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
add_options.push_back(AddOption("Light3Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_energy", "LIGHT3_ENERGY"), { "light3_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
add_options.push_back(AddOption("Position", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "position", "POSITION"), { "position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
add_options.push_back(AddOption("QuarterResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color", "QUARTER_RES_COLOR.rgb"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
add_options.push_back(AddOption("QuarterResAlpha", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_alpha", "QUARTER_RES_COLOR.a"), { "quarter_res_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
add_options.push_back(AddOption("QuarterResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color", "QUARTER_RES_COLOR"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
add_options.push_back(AddOption("Radiance", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "radiance", "RADIANCE"), { "radiance" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
add_options.push_back(AddOption("ScreenUV", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
add_options.push_back(AddOption("SkyCoords", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "sky_coords", "SKY_COORDS"), { "sky_coords" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
|
||||
|
|
|
@ -812,7 +812,6 @@ void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, co
|
|||
if (input.is_valid()) {
|
||||
input->shader_mode = shader_mode;
|
||||
input->shader_type = p_type;
|
||||
input->connect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed), varray(p_type, p_id));
|
||||
}
|
||||
|
||||
n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
|
||||
|
@ -882,11 +881,6 @@ void VisualShader::remove_node(Type p_type, int p_id) {
|
|||
Graph *g = &graph[p_type];
|
||||
ERR_FAIL_COND(!g->nodes.has(p_id));
|
||||
|
||||
Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
|
||||
if (input.is_valid()) {
|
||||
input->disconnect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed));
|
||||
}
|
||||
|
||||
g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
|
||||
|
||||
g->nodes.erase(p_id);
|
||||
|
@ -2033,29 +2027,19 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
|
|||
if (!node_code.is_empty()) {
|
||||
code += node_name;
|
||||
code += node_code;
|
||||
code += "\n";
|
||||
}
|
||||
|
||||
for (int i = 0; i < output_count; i++) {
|
||||
bool new_line_inserted = false;
|
||||
if (expanded_output_ports[i]) {
|
||||
switch (vsnode->get_output_port_type(i)) {
|
||||
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
|
||||
if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
|
||||
if (!new_line_inserted) {
|
||||
code += "\n";
|
||||
new_line_inserted = true;
|
||||
}
|
||||
String r = "n_out" + itos(node) + "p" + itos(i + 1);
|
||||
code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
|
||||
outputs[i + 1] = r;
|
||||
}
|
||||
|
||||
if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
|
||||
if (!new_line_inserted) {
|
||||
code += "\n";
|
||||
new_line_inserted = true;
|
||||
}
|
||||
String g = "n_out" + itos(node) + "p" + itos(i + 2);
|
||||
code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
|
||||
outputs[i + 2] = g;
|
||||
|
@ -2065,30 +2049,18 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
|
|||
} break;
|
||||
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
|
||||
if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
|
||||
if (!new_line_inserted) {
|
||||
code += "\n";
|
||||
new_line_inserted = true;
|
||||
}
|
||||
String r = "n_out" + itos(node) + "p" + itos(i + 1);
|
||||
code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
|
||||
outputs[i + 1] = r;
|
||||
}
|
||||
|
||||
if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
|
||||
if (!new_line_inserted) {
|
||||
code += "\n";
|
||||
new_line_inserted = true;
|
||||
}
|
||||
String g = "n_out" + itos(node) + "p" + itos(i + 2);
|
||||
code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
|
||||
outputs[i + 2] = g;
|
||||
}
|
||||
|
||||
if (vsnode->is_output_port_connected(i + 3) || (for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
|
||||
if (!new_line_inserted) {
|
||||
code += "\n";
|
||||
new_line_inserted = true;
|
||||
}
|
||||
String b = "n_out" + itos(node) + "p" + itos(i + 3);
|
||||
code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
|
||||
outputs[i + 3] = b;
|
||||
|
@ -2098,43 +2070,27 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
|
|||
} break;
|
||||
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
|
||||
if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
|
||||
if (!new_line_inserted) {
|
||||
code += "\n";
|
||||
new_line_inserted = true;
|
||||
}
|
||||
String r = "n_out" + itos(node) + "p" + itos(i + 1);
|
||||
code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
|
||||
outputs[i + 1] = r;
|
||||
}
|
||||
|
||||
if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
|
||||
if (!new_line_inserted) {
|
||||
code += "\n";
|
||||
new_line_inserted = true;
|
||||
}
|
||||
String g = "n_out" + itos(node) + "p" + itos(i + 2);
|
||||
code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
|
||||
outputs[i + 2] = g;
|
||||
}
|
||||
|
||||
if (vsnode->is_output_port_connected(i + 3) || (for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
|
||||
if (!new_line_inserted) {
|
||||
code += "\n";
|
||||
new_line_inserted = true;
|
||||
}
|
||||
String b = "n_out" + itos(node) + "p" + itos(i + 3);
|
||||
code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
|
||||
outputs[i + 3] = b;
|
||||
}
|
||||
|
||||
if (vsnode->is_output_port_connected(i + 4) || (for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component
|
||||
if (!new_line_inserted) {
|
||||
code += "\n";
|
||||
new_line_inserted = true;
|
||||
}
|
||||
String b = "n_out" + itos(node) + "p" + itos(i + 3);
|
||||
code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".a;\n";
|
||||
outputs[i + 4] = b;
|
||||
String a = "n_out" + itos(node) + "p" + itos(i + 4);
|
||||
code += " float " + a + " = n_out" + itos(node) + "p" + itos(i) + ".a;\n";
|
||||
outputs[i + 4] = a;
|
||||
}
|
||||
|
||||
i += 4;
|
||||
|
@ -2145,6 +2101,10 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
|
|||
}
|
||||
}
|
||||
|
||||
if (!node_code.is_empty()) {
|
||||
code += "\n";
|
||||
}
|
||||
|
||||
code += "\n"; //
|
||||
processed.insert(node);
|
||||
|
||||
|
@ -2597,21 +2557,6 @@ void VisualShader::_queue_update() {
|
|||
call_deferred(SNAME("_update_shader"));
|
||||
}
|
||||
|
||||
void VisualShader::_input_type_changed(Type p_type, int p_id) {
|
||||
ERR_FAIL_INDEX(p_type, TYPE_MAX);
|
||||
//erase connections using this input, as type changed
|
||||
Graph *g = &graph[p_type];
|
||||
|
||||
for (List<Connection>::Element *E = g->connections.front(); E;) {
|
||||
List<Connection>::Element *N = E->next();
|
||||
if (E->get().from_node == p_id) {
|
||||
g->connections.erase(E);
|
||||
g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
|
||||
}
|
||||
E = N;
|
||||
}
|
||||
}
|
||||
|
||||
void VisualShader::rebuild() {
|
||||
dirty.set();
|
||||
_update_shader();
|
||||
|
@ -2720,12 +2665,10 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" },
|
||||
|
@ -2741,7 +2684,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
|
||||
|
||||
// Node3D, Fragment
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
|
||||
|
@ -2749,8 +2692,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
|
||||
|
@ -2770,7 +2712,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
|
||||
|
||||
// Node3D, Light
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
|
||||
|
@ -2798,8 +2740,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|||
// Canvas Item, Vertex
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
|
||||
|
@ -2807,16 +2748,14 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
|
||||
|
||||
// Canvas Item, Fragment
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" },
|
||||
|
@ -2826,42 +2765,34 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular_shininess", "SPECULAR_SHININESS.rgb" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
|
||||
|
||||
// Canvas Item, Light
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT.rgb" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR.rgb" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_color_alpha", "LIGHT_COLOR.a" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color", "LIGHT_COLOR" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "shadow", "SHADOW_MODULATE.rgb" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_MODULATE.a" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow", "SHADOW_MODULATE" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular_shininess", "SPECULAR_SHININESS.rgb" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
|
||||
|
||||
// Particles, Start
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
|
||||
|
@ -2871,13 +2802,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|||
|
||||
// Particles, Start (Custom)
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
|
||||
|
@ -2887,13 +2816,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|||
|
||||
// Particles, Process
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
|
||||
|
@ -2903,13 +2830,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|||
|
||||
// Particles, Process (Custom)
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
|
||||
|
@ -2921,13 +2846,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
|
||||
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
|
||||
|
@ -2940,8 +2863,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "half_res_color", "HALF_RES_COLOR.rgb" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "half_res_color", "HALF_RES_COLOR" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
|
||||
|
@ -2959,8 +2881,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" },
|
||||
|
@ -2986,20 +2907,20 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
|
|||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
||||
|
||||
// Spatial, Fragment
|
||||
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
|
||||
|
@ -3007,7 +2928,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
|
|||
|
||||
// Spatial, Light
|
||||
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
|
||||
|
@ -3018,25 +2939,25 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
|
|||
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
||||
|
||||
// Canvas Item, Fragment
|
||||
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec3(1.0)" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
||||
|
||||
// Canvas Item, Light
|
||||
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
||||
|
@ -3078,7 +2999,7 @@ int VisualShaderNodeInput::get_output_port_count() const {
|
|||
}
|
||||
|
||||
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
|
||||
return get_input_type_by_name(input_name);
|
||||
return p_port == 0 ? get_input_type_by_name(input_name) : PORT_TYPE_SCALAR;
|
||||
}
|
||||
|
||||
String VisualShaderNodeInput::get_output_port_name(int p_port) const {
|
||||
|
@ -3089,6 +3010,22 @@ String VisualShaderNodeInput::get_caption() const {
|
|||
return "Input";
|
||||
}
|
||||
|
||||
bool VisualShaderNodeInput::is_output_port_expandable(int p_port) const {
|
||||
if (p_port == 0) {
|
||||
switch (get_input_type_by_name(input_name)) {
|
||||
case PORT_TYPE_VECTOR_2D:
|
||||
return true;
|
||||
case PORT_TYPE_VECTOR_3D:
|
||||
return true;
|
||||
case PORT_TYPE_VECTOR_4D:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
|
||||
if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
|
||||
return "";
|
||||
|
@ -3548,8 +3485,7 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
|
|||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_view_matrix", "MODELVIEW_MATRIX" },
|
||||
|
@ -3597,14 +3533,12 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
|
|||
////////////////////////////////////////////////////////////////////////
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
// Canvas Item, Fragment.
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal_map", "NORMAL_MAP" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
|
||||
|
@ -3613,16 +3547,14 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
|
|||
////////////////////////////////////////////////////////////////////////
|
||||
// Canvas Item, Light.
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT.rgb" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
// Sky, Sky.
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fog", "FOG.rgb" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "fog_alpha", "FOG.a" },
|
||||
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fog", "FOG" },
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
// Fog, Fog.
|
||||
|
|
|
@ -448,6 +448,7 @@ public:
|
|||
virtual int get_output_port_count() const override;
|
||||
virtual PortType get_output_port_type(int p_port) const override;
|
||||
virtual String get_output_port_name(int p_port) const override;
|
||||
virtual bool is_output_port_expandable(int p_port) const override;
|
||||
|
||||
virtual String get_caption() const override;
|
||||
|
||||
|
|
|
@ -296,7 +296,7 @@ int VisualShaderNodeColorConstant::get_input_port_count() const {
|
|||
}
|
||||
|
||||
VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
|
||||
return PORT_TYPE_VECTOR_3D;
|
||||
return PORT_TYPE_VECTOR_4D;
|
||||
}
|
||||
|
||||
String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
|
||||
|
@ -304,15 +304,15 @@ String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
|
|||
}
|
||||
|
||||
int VisualShaderNodeColorConstant::get_output_port_count() const {
|
||||
return 2;
|
||||
return 1;
|
||||
}
|
||||
|
||||
VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
|
||||
return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
|
||||
return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
|
||||
}
|
||||
|
||||
String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
|
||||
return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
|
||||
return "";
|
||||
}
|
||||
|
||||
bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
|
||||
|
@ -323,11 +323,7 @@ bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const
|
|||
}
|
||||
|
||||
String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
|
||||
String code;
|
||||
code += " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
|
||||
code += " " + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
|
||||
|
||||
return code;
|
||||
return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.r, constant.g, constant.b, constant.a) + ";\n";
|
||||
}
|
||||
|
||||
void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
|
||||
|
@ -651,21 +647,25 @@ String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
|
|||
}
|
||||
|
||||
int VisualShaderNodeTexture::get_output_port_count() const {
|
||||
return 2;
|
||||
return 1;
|
||||
}
|
||||
|
||||
VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
|
||||
if (p_port == 0 && source == SOURCE_DEPTH) {
|
||||
return PORT_TYPE_SCALAR;
|
||||
switch (p_port) {
|
||||
case 0:
|
||||
return PORT_TYPE_VECTOR_4D;
|
||||
default:
|
||||
return PORT_TYPE_SCALAR;
|
||||
}
|
||||
return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
|
||||
}
|
||||
|
||||
String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
|
||||
if (p_port == 0 && source == SOURCE_DEPTH) {
|
||||
return "depth";
|
||||
switch (p_port) {
|
||||
case 0:
|
||||
return "color";
|
||||
default:
|
||||
return "";
|
||||
}
|
||||
return p_port == 0 ? "rgb" : "alpha";
|
||||
}
|
||||
|
||||
bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
|
||||
|
@ -722,170 +722,116 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
|
|||
default_uv = "vec2(0.0)";
|
||||
}
|
||||
|
||||
String code;
|
||||
if (source == SOURCE_TEXTURE) {
|
||||
String id = make_unique_id(p_type, p_id, "tex");
|
||||
String code;
|
||||
if (p_input_vars[0].is_empty()) { // Use UV by default.
|
||||
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
|
||||
} else {
|
||||
code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
|
||||
} else {
|
||||
code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
|
||||
code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
|
||||
code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
|
||||
return code;
|
||||
}
|
||||
|
||||
if (source == SOURCE_PORT) {
|
||||
String id = p_input_vars[2];
|
||||
|
||||
String code;
|
||||
code += " {\n";
|
||||
if (id.is_empty()) {
|
||||
code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
|
||||
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
|
||||
} else {
|
||||
if (p_input_vars[0].is_empty()) { // Use UV by default.
|
||||
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
|
||||
} else {
|
||||
code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
|
||||
} else {
|
||||
code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
|
||||
code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
|
||||
code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
|
||||
}
|
||||
code += " }\n";
|
||||
return code;
|
||||
}
|
||||
|
||||
if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
String code = " {\n";
|
||||
if (p_input_vars[0].is_empty() || p_for_preview) { // Use UV by default.
|
||||
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0);\n";
|
||||
} else {
|
||||
code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", 0.0);\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", 0.0);\n";
|
||||
} else {
|
||||
code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
|
||||
code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
|
||||
code += " " + p_output_vars[1] + " = _tex_read.a;\n";
|
||||
code += " }\n";
|
||||
return code;
|
||||
}
|
||||
|
||||
if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
String code = " {\n";
|
||||
if (p_input_vars[0].is_empty()) { // Use UV by default.
|
||||
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " vec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n";
|
||||
code += " " + p_output_vars[0] + " = texture(TEXTURE, " + default_uv + ");\n";
|
||||
} else {
|
||||
code += " vec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " vec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = texture(TEXTURE, " + p_input_vars[0] + ");\n";
|
||||
} else {
|
||||
code += " vec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
|
||||
code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
|
||||
code += " " + p_output_vars[1] + " = _tex_read.a;\n";
|
||||
code += " }\n";
|
||||
return code;
|
||||
}
|
||||
|
||||
if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
String code = " {\n";
|
||||
if (p_input_vars[0].is_empty()) { // Use UV by default.
|
||||
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
|
||||
code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
|
||||
} else {
|
||||
code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
|
||||
code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
|
||||
} else {
|
||||
code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
|
||||
code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
|
||||
code += " " + p_output_vars[1] + " = _tex_read.a;\n";
|
||||
code += " }\n";
|
||||
return code;
|
||||
}
|
||||
|
||||
if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
|
||||
{
|
||||
if (source == SOURCE_DEPTH) {
|
||||
String code;
|
||||
code += " " + p_output_vars[0] + " = 0.0;\n";
|
||||
code += " " + p_output_vars[1] + " = 1.0;\n";
|
||||
if (source == SOURCE_DEPTH) {
|
||||
if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
code += " {\n";
|
||||
if (p_input_vars[0].is_empty()) { // Use UV by default.
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
|
||||
} else {
|
||||
code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
|
||||
}
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
|
||||
} else {
|
||||
code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
|
||||
}
|
||||
|
||||
code += " " + p_output_vars[0] + " = vec4(_depth, _depth, _depth, 1.0);\n";
|
||||
code += " }\n";
|
||||
return code;
|
||||
}
|
||||
}
|
||||
|
||||
if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
String code = " {\n";
|
||||
if (p_input_vars[0].is_empty()) { // Use UV by default.
|
||||
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
|
||||
} else {
|
||||
code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
|
||||
}
|
||||
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
|
||||
} else {
|
||||
code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
|
||||
}
|
||||
|
||||
code += " " + p_output_vars[0] + " = _depth;\n";
|
||||
code += " " + p_output_vars[1] + " = 1.0;\n";
|
||||
code += " }\n";
|
||||
return code;
|
||||
} else if (source == SOURCE_DEPTH) {
|
||||
String code;
|
||||
code += " " + p_output_vars[0] + " = 0.0;\n";
|
||||
code += " " + p_output_vars[1] + " = 1.0;\n";
|
||||
return code;
|
||||
}
|
||||
|
||||
//none
|
||||
String code;
|
||||
code += " " + p_output_vars[0] + " = vec3(0.0);\n";
|
||||
code += " " + p_output_vars[1] + " = 1.0;\n";
|
||||
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
|
||||
return code;
|
||||
}
|
||||
|
||||
|
@ -1224,15 +1170,15 @@ String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
|
|||
}
|
||||
|
||||
int VisualShaderNodeSample3D::get_output_port_count() const {
|
||||
return 2;
|
||||
return 1;
|
||||
}
|
||||
|
||||
VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
|
||||
return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
|
||||
return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
|
||||
}
|
||||
|
||||
String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
|
||||
return p_port == 0 ? "rgb" : "alpha";
|
||||
return "color";
|
||||
}
|
||||
|
||||
bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
|
||||
|
@ -1262,7 +1208,6 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader
|
|||
String code;
|
||||
if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
|
||||
String id;
|
||||
code += " {\n";
|
||||
if (source == SOURCE_TEXTURE) {
|
||||
id = make_unique_id(p_type, p_id, "tex3d");
|
||||
} else {
|
||||
|
@ -1271,27 +1216,22 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader
|
|||
if (!id.is_empty()) {
|
||||
if (p_input_vars[0].is_empty()) { // Use UV by default.
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
|
||||
} else {
|
||||
code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
|
||||
} else {
|
||||
code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
} else {
|
||||
code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
|
||||
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
|
||||
}
|
||||
|
||||
code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
|
||||
code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
|
||||
code += " }\n";
|
||||
return code;
|
||||
}
|
||||
code += " " + p_output_vars[0] + " = vec3(0.0);\n";
|
||||
code += " " + p_output_vars[1] + " = 1.0;\n";
|
||||
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
|
||||
return code;
|
||||
}
|
||||
|
||||
|
@ -1489,15 +1429,15 @@ String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
|
|||
}
|
||||
|
||||
int VisualShaderNodeCubemap::get_output_port_count() const {
|
||||
return 2;
|
||||
return 1;
|
||||
}
|
||||
|
||||
VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
|
||||
return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
|
||||
return PORT_TYPE_VECTOR_4D;
|
||||
}
|
||||
|
||||
String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
|
||||
return p_port == 0 ? "rgb" : "alpha";
|
||||
return "color";
|
||||
}
|
||||
|
||||
bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
|
||||
|
@ -1551,37 +1491,28 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader:
|
|||
} else if (source == SOURCE_PORT) {
|
||||
id = p_input_vars[2];
|
||||
} else {
|
||||
return String();
|
||||
return code;
|
||||
}
|
||||
|
||||
code += " {\n";
|
||||
|
||||
if (id.is_empty()) {
|
||||
code += " vec4 " + id + "_read = vec4(0.0);\n";
|
||||
code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
|
||||
code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
|
||||
code += " }\n";
|
||||
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
|
||||
return code;
|
||||
}
|
||||
|
||||
if (p_input_vars[0].is_empty()) { // Use UV by default.
|
||||
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
|
||||
} else {
|
||||
code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
|
||||
} else {
|
||||
code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
|
||||
code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
|
||||
code += " }\n";
|
||||
|
||||
return code;
|
||||
}
|
||||
|
||||
|
@ -5680,28 +5611,24 @@ String VisualShaderNodeTextureUniform::get_caption() const {
|
|||
}
|
||||
|
||||
int VisualShaderNodeTextureUniform::get_input_port_count() const {
|
||||
return 2;
|
||||
return 0;
|
||||
}
|
||||
|
||||
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
|
||||
return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
|
||||
return PORT_TYPE_SCALAR;
|
||||
}
|
||||
|
||||
String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
|
||||
return p_port == 0 ? "uv" : "lod";
|
||||
return "";
|
||||
}
|
||||
|
||||
int VisualShaderNodeTextureUniform::get_output_port_count() const {
|
||||
return 3;
|
||||
return 1;
|
||||
}
|
||||
|
||||
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
|
||||
switch (p_port) {
|
||||
case 0:
|
||||
return PORT_TYPE_VECTOR_3D;
|
||||
case 1:
|
||||
return PORT_TYPE_SCALAR;
|
||||
case 2:
|
||||
return PORT_TYPE_SAMPLER;
|
||||
default:
|
||||
return PORT_TYPE_SCALAR;
|
||||
|
@ -5711,10 +5638,6 @@ VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_out
|
|||
String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
|
||||
switch (p_port) {
|
||||
case 0:
|
||||
return "rgb";
|
||||
case 1:
|
||||
return "alpha";
|
||||
case 2:
|
||||
return "sampler2D";
|
||||
default:
|
||||
return "";
|
||||
|
@ -5825,37 +5748,8 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu
|
|||
return code;
|
||||
}
|
||||
|
||||
bool VisualShaderNodeTextureUniform::is_code_generated() const {
|
||||
return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha
|
||||
}
|
||||
|
||||
String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
|
||||
String default_uv;
|
||||
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
|
||||
default_uv = "UV";
|
||||
} else {
|
||||
default_uv = "vec2(0.0)";
|
||||
}
|
||||
|
||||
String id = get_uniform_name();
|
||||
String code = " {\n";
|
||||
if (p_input_vars[0].is_empty()) { // Use UV by default.
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " vec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n";
|
||||
} else {
|
||||
code += " vec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
|
||||
} else {
|
||||
code += " vec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
|
||||
code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
|
||||
code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
|
||||
code += " }\n";
|
||||
return code;
|
||||
return "";
|
||||
}
|
||||
|
||||
void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) {
|
||||
|
@ -5977,15 +5871,6 @@ void VisualShaderNodeTextureUniform::_bind_methods() {
|
|||
BIND_ENUM_CONSTANT(REPEAT_MAX);
|
||||
}
|
||||
|
||||
bool VisualShaderNodeTextureUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
|
||||
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
|
||||
if (p_port == 0) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
|
||||
switch (p_qual) {
|
||||
case Qualifier::QUAL_NONE:
|
||||
|
@ -6005,7 +5890,6 @@ bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
|
|||
}
|
||||
|
||||
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
|
||||
simple_decl = false;
|
||||
}
|
||||
|
||||
////////////// Texture Uniform (Triplanar)
|
||||
|
@ -6018,7 +5902,7 @@ int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
|
|||
return 2;
|
||||
}
|
||||
|
||||
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
|
||||
VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
|
||||
if (p_port == 0 || p_port == 1) {
|
||||
return PORT_TYPE_VECTOR_3D;
|
||||
}
|
||||
|
@ -6034,6 +5918,32 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port)
|
|||
return "";
|
||||
}
|
||||
|
||||
int VisualShaderNodeTextureUniformTriplanar::get_output_port_count() const {
|
||||
return 2;
|
||||
}
|
||||
|
||||
VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_output_port_type(int p_port) const {
|
||||
switch (p_port) {
|
||||
case 0:
|
||||
return PORT_TYPE_VECTOR_4D;
|
||||
case 1:
|
||||
return PORT_TYPE_SAMPLER;
|
||||
default:
|
||||
return PORT_TYPE_SCALAR;
|
||||
}
|
||||
}
|
||||
|
||||
String VisualShaderNodeTextureUniformTriplanar::get_output_port_name(int p_port) const {
|
||||
switch (p_port) {
|
||||
case 0:
|
||||
return "color";
|
||||
case 1:
|
||||
return "sampler2D";
|
||||
default:
|
||||
return "";
|
||||
}
|
||||
}
|
||||
|
||||
String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
|
||||
String code;
|
||||
|
||||
|
@ -6074,22 +5984,18 @@ String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader:
|
|||
|
||||
String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
|
||||
String id = get_uniform_name();
|
||||
String code = " {\n";
|
||||
|
||||
String code;
|
||||
if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
|
||||
code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
|
||||
code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
|
||||
} else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
|
||||
code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
|
||||
code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
|
||||
} else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) {
|
||||
code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
|
||||
} else {
|
||||
code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
|
||||
code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
|
||||
code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
|
||||
code += " }\n";
|
||||
|
||||
return code;
|
||||
}
|
||||
|
||||
|
@ -6111,34 +6017,10 @@ String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
|
|||
return "Texture2DArrayUniform";
|
||||
}
|
||||
|
||||
int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
|
||||
return 1;
|
||||
}
|
||||
|
||||
VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
|
||||
return PORT_TYPE_SAMPLER;
|
||||
}
|
||||
|
||||
String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
|
||||
return "sampler2DArray";
|
||||
}
|
||||
|
||||
int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
|
||||
return 0;
|
||||
}
|
||||
|
||||
VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
|
||||
return PORT_TYPE_SCALAR;
|
||||
}
|
||||
|
||||
String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
|
||||
return "";
|
||||
}
|
||||
|
||||
bool VisualShaderNodeTexture2DArrayUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
|
||||
return false;
|
||||
}
|
||||
|
||||
String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
|
||||
String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
|
||||
|
||||
|
@ -6184,34 +6066,10 @@ String VisualShaderNodeTexture3DUniform::get_caption() const {
|
|||
return "Texture3DUniform";
|
||||
}
|
||||
|
||||
int VisualShaderNodeTexture3DUniform::get_output_port_count() const {
|
||||
return 1;
|
||||
}
|
||||
|
||||
VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_output_port_type(int p_port) const {
|
||||
return PORT_TYPE_SAMPLER;
|
||||
}
|
||||
|
||||
String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
|
||||
return "sampler3D";
|
||||
}
|
||||
|
||||
int VisualShaderNodeTexture3DUniform::get_input_port_count() const {
|
||||
return 0;
|
||||
}
|
||||
|
||||
VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_input_port_type(int p_port) const {
|
||||
return PORT_TYPE_SCALAR;
|
||||
}
|
||||
|
||||
String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const {
|
||||
return "";
|
||||
}
|
||||
|
||||
bool VisualShaderNodeTexture3DUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
|
||||
return false;
|
||||
}
|
||||
|
||||
String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
|
||||
String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
|
||||
|
||||
|
@ -6257,34 +6115,10 @@ String VisualShaderNodeCubemapUniform::get_caption() const {
|
|||
return "CubemapUniform";
|
||||
}
|
||||
|
||||
int VisualShaderNodeCubemapUniform::get_output_port_count() const {
|
||||
return 1;
|
||||
}
|
||||
|
||||
VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_output_port_type(int p_port) const {
|
||||
return PORT_TYPE_SAMPLER;
|
||||
}
|
||||
|
||||
String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
|
||||
return "samplerCube";
|
||||
}
|
||||
|
||||
int VisualShaderNodeCubemapUniform::get_input_port_count() const {
|
||||
return 0;
|
||||
}
|
||||
|
||||
VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_input_port_type(int p_port) const {
|
||||
return PORT_TYPE_SCALAR;
|
||||
}
|
||||
|
||||
String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
|
||||
return "";
|
||||
}
|
||||
|
||||
bool VisualShaderNodeCubemapUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
|
||||
return false;
|
||||
}
|
||||
|
||||
String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
|
||||
String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
|
||||
|
||||
|
|
|
@ -2166,7 +2166,6 @@ public:
|
|||
virtual int get_input_port_count() const override;
|
||||
virtual PortType get_input_port_type(int p_port) const override;
|
||||
virtual String get_input_port_name(int p_port) const override;
|
||||
virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
|
||||
|
||||
virtual int get_output_port_count() const override;
|
||||
virtual PortType get_output_port_type(int p_port) const override;
|
||||
|
@ -2177,7 +2176,6 @@ public:
|
|||
|
||||
virtual Map<StringName, String> get_editable_properties_names() const override;
|
||||
virtual bool is_show_prop_names() const override;
|
||||
virtual bool is_code_generated() const override;
|
||||
|
||||
Vector<StringName> get_editable_properties() const override;
|
||||
|
||||
|
@ -2216,6 +2214,10 @@ public:
|
|||
virtual PortType get_input_port_type(int p_port) const override;
|
||||
virtual String get_input_port_name(int p_port) const override;
|
||||
|
||||
virtual int get_output_port_count() const override;
|
||||
virtual PortType get_output_port_type(int p_port) const override;
|
||||
virtual String get_output_port_name(int p_port) const override;
|
||||
|
||||
virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
|
||||
|
||||
virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
|
||||
|
@ -2232,16 +2234,8 @@ class VisualShaderNodeTexture2DArrayUniform : public VisualShaderNodeTextureUnif
|
|||
|
||||
public:
|
||||
virtual String get_caption() const override;
|
||||
|
||||
virtual int get_input_port_count() const override;
|
||||
virtual PortType get_input_port_type(int p_port) const override;
|
||||
virtual String get_input_port_name(int p_port) const override;
|
||||
|
||||
virtual int get_output_port_count() const override;
|
||||
virtual PortType get_output_port_type(int p_port) const override;
|
||||
virtual String get_output_port_name(int p_port) const override;
|
||||
|
||||
virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
|
||||
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
|
||||
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
|
||||
|
||||
|
@ -2255,16 +2249,8 @@ class VisualShaderNodeTexture3DUniform : public VisualShaderNodeTextureUniform {
|
|||
|
||||
public:
|
||||
virtual String get_caption() const override;
|
||||
|
||||
virtual int get_input_port_count() const override;
|
||||
virtual PortType get_input_port_type(int p_port) const override;
|
||||
virtual String get_input_port_name(int p_port) const override;
|
||||
|
||||
virtual int get_output_port_count() const override;
|
||||
virtual PortType get_output_port_type(int p_port) const override;
|
||||
virtual String get_output_port_name(int p_port) const override;
|
||||
|
||||
virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
|
||||
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
|
||||
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
|
||||
|
||||
|
@ -2278,16 +2264,8 @@ class VisualShaderNodeCubemapUniform : public VisualShaderNodeTextureUniform {
|
|||
|
||||
public:
|
||||
virtual String get_caption() const override;
|
||||
|
||||
virtual int get_input_port_count() const override;
|
||||
virtual PortType get_input_port_type(int p_port) const override;
|
||||
virtual String get_input_port_name(int p_port) const override;
|
||||
|
||||
virtual int get_output_port_count() const override;
|
||||
virtual PortType get_output_port_type(int p_port) const override;
|
||||
virtual String get_output_port_name(int p_port) const override;
|
||||
|
||||
virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
|
||||
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
|
||||
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
|
||||
|
||||
|
|
Loading…
Reference in a new issue