Merge pull request #65299 from paddy-exe/linear-depth-disable-output-preview
Disable Output port preview of Visual Shader nodes using SpatialShader specific built-ins
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commit
e7a0a97c0b
2 changed files with 16 additions and 1 deletions
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@ -1636,10 +1636,14 @@ String VisualShaderNodeLinearSceneDepth::get_output_port_name(int p_port) const
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return "linear depth";
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return "linear depth";
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}
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}
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bool VisualShaderNodeLinearSceneDepth::has_output_port_preview(int p_port) const {
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return false;
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}
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String VisualShaderNodeLinearSceneDepth::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 {
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String VisualShaderNodeLinearSceneDepth::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 {
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String code;
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String code;
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code += " float _log_depth = texture(DEPTH_TEXTURE, SCREEN_UV).x;\n";
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code += " float _log_depth = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).x;\n";
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code += " vec3 _depth_ndc = vec3(SCREEN_UV * 2.0 - 1.0, _log_depth);\n";
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code += " vec3 _depth_ndc = vec3(SCREEN_UV * 2.0 - 1.0, _log_depth);\n";
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code += " vec4 _depth_view = INV_PROJECTION_MATRIX * vec4(_depth_ndc, 1.0);\n";
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code += " vec4 _depth_view = INV_PROJECTION_MATRIX * vec4(_depth_ndc, 1.0);\n";
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code += " _depth_view.xyz /= _depth_view.w;";
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code += " _depth_view.xyz /= _depth_view.w;";
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@ -7194,6 +7198,10 @@ String VisualShaderNodeDistanceFade::get_output_port_name(int p_port) const {
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return "amount";
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return "amount";
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}
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}
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bool VisualShaderNodeDistanceFade::has_output_port_preview(int p_port) const {
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return false;
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}
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String VisualShaderNodeDistanceFade::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 {
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String VisualShaderNodeDistanceFade::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 {
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String code;
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String code;
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code += vformat(" %s = clamp(smoothstep(%s, %s,-VERTEX.z),0.0,1.0);\n", p_output_vars[0], p_input_vars[0], p_input_vars[1]);
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code += vformat(" %s = clamp(smoothstep(%s, %s,-VERTEX.z),0.0,1.0);\n", p_output_vars[0], p_input_vars[0], p_input_vars[1]);
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@ -7235,6 +7243,10 @@ String VisualShaderNodeProximityFade::get_output_port_name(int p_port) const {
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return "fade";
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return "fade";
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}
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}
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bool VisualShaderNodeProximityFade::has_output_port_preview(int p_port) const {
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return false;
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}
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String VisualShaderNodeProximityFade::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 {
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String VisualShaderNodeProximityFade::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 {
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String code;
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String code;
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@ -636,6 +636,7 @@ public:
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virtual int get_output_port_count() const override;
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virtual int get_output_port_count() const override;
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virtual PortType get_output_port_type(int p_port) const override;
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virtual PortType get_output_port_type(int p_port) const override;
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virtual String get_output_port_name(int p_port) const override;
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virtual String get_output_port_name(int p_port) const override;
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virtual bool has_output_port_preview(int p_port) const override;
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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;
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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;
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@ -2643,6 +2644,7 @@ public:
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virtual int get_output_port_count() const override;
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virtual int get_output_port_count() const override;
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virtual PortType get_output_port_type(int p_port) const override;
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virtual PortType get_output_port_type(int p_port) const override;
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virtual String get_output_port_name(int p_port) const override;
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virtual String get_output_port_name(int p_port) const override;
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virtual bool has_output_port_preview(int p_port) const override;
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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;
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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;
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@ -2662,6 +2664,7 @@ public:
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virtual int get_output_port_count() const override;
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virtual int get_output_port_count() const override;
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virtual PortType get_output_port_type(int p_port) const override;
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virtual PortType get_output_port_type(int p_port) const override;
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virtual String get_output_port_name(int p_port) const override;
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virtual String get_output_port_name(int p_port) const override;
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virtual bool has_output_port_preview(int p_port) const override;
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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;
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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;
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