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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-07-20 10:05:13 +0200
committerGitHub <noreply@github.com>2021-07-20 10:05:13 +0200
commit394191c02fedb0b3ff19ecf7410a85fe3f5cc691 (patch)
tree257ad8a4ad03ccba9f53dc713d69044c445830d5
parentb4baec08cf4e623fe3caa03130fda8d366538c9e (diff)
parentabc38b8d66360060296d792a8cf65c33c6010e8a (diff)
Merge pull request #50605 from Calinou/tweak-shader-code-style
Use C++11 raw literals for shader code to improve readability
-rw-r--r--editor/plugins/animation_player_editor_plugin.cpp42
-rw-r--r--editor/plugins/node_3d_editor_plugin.cpp190
-rw-r--r--editor/plugins/texture_3d_editor_plugin.cpp19
-rw-r--r--editor/plugins/texture_layered_editor_plugin.cpp67
-rw-r--r--scene/gui/color_picker.cpp76
-rw-r--r--scene/main/canvas_item.cpp29
-rw-r--r--scene/resources/material.cpp436
-rw-r--r--scene/resources/sky_material.cpp330
-rw-r--r--scene/resources/visual_shader.cpp214
-rw-r--r--scene/resources/visual_shader_nodes.cpp564
-rw-r--r--scene/resources/visual_shader_particle_nodes.cpp80
-rw-r--r--scene/resources/visual_shader_sdf_nodes.cpp58
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp25
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp25
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp13
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp18
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp8
17 files changed, 1150 insertions, 1044 deletions
diff --git a/editor/plugins/animation_player_editor_plugin.cpp b/editor/plugins/animation_player_editor_plugin.cpp
index acfa873f62..cbce5bb3f5 100644
--- a/editor/plugins/animation_player_editor_plugin.cpp
+++ b/editor/plugins/animation_player_editor_plugin.cpp
@@ -1733,27 +1733,27 @@ AnimationPlayerEditor::AnimationPlayerEditor(EditorNode *p_editor, AnimationPlay
onion.capture.material = Ref<ShaderMaterial>(memnew(ShaderMaterial));
onion.capture.shader = Ref<Shader>(memnew(Shader));
- onion.capture.shader->set_code(" \
- shader_type canvas_item; \
- \
- uniform vec4 bkg_color; \
- uniform vec4 dir_color; \
- uniform bool differences_only; \
- uniform sampler2D present; \
- \
- float zero_if_equal(vec4 a, vec4 b) { \
- return smoothstep(0.0, 0.005, length(a.rgb - b.rgb) / sqrt(3.0)); \
- } \
- \
- void fragment() { \
- vec4 capture_samp = texture(TEXTURE, UV); \
- vec4 present_samp = texture(present, UV); \
- float bkg_mask = zero_if_equal(capture_samp, bkg_color); \
- float diff_mask = 1.0 - zero_if_equal(present_samp, bkg_color); \
- diff_mask = min(1.0, diff_mask + float(!differences_only)); \
- COLOR = vec4(capture_samp.rgb * dir_color.rgb, bkg_mask * diff_mask); \
- } \
- ");
+ onion.capture.shader->set_code(R"(
+shader_type canvas_item;
+
+uniform vec4 bkg_color;
+uniform vec4 dir_color;
+uniform bool differences_only;
+uniform sampler2D present;
+
+float zero_if_equal(vec4 a, vec4 b) {
+ return smoothstep(0.0, 0.005, length(a.rgb - b.rgb) / sqrt(3.0));
+}
+
+void fragment() {
+ vec4 capture_samp = texture(TEXTURE, UV);
+ vec4 present_samp = texture(present, UV);
+ float bkg_mask = zero_if_equal(capture_samp, bkg_color);
+ float diff_mask = 1.0 - zero_if_equal(present_samp, bkg_color);
+ diff_mask = min(1.0, diff_mask + float(!differences_only));
+ COLOR = vec4(capture_samp.rgb * dir_color.rgb, bkg_mask * diff_mask);
+}
+)");
RS::get_singleton()->material_set_shader(onion.capture.material->get_rid(), onion.capture.shader->get_rid());
}
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp
index 14cff520b4..0764a4c46c 100644
--- a/editor/plugins/node_3d_editor_plugin.cpp
+++ b/editor/plugins/node_3d_editor_plugin.cpp
@@ -5381,35 +5381,37 @@ void Node3DEditor::_init_indicators() {
}
Ref<Shader> grid_shader = memnew(Shader);
- grid_shader->set_code(
- "\n"
- "shader_type spatial; \n"
- "render_mode unshaded; \n"
- "uniform bool orthogonal; \n"
- "uniform float grid_size; \n"
- "\n"
- "void vertex() { \n"
- " // From FLAG_SRGB_VERTEX_COLOR \n"
- " if (!OUTPUT_IS_SRGB) { \n"
- " COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045))); \n"
- " } \n"
- "} \n"
- "\n"
- "void fragment() { \n"
- " ALBEDO = COLOR.rgb; \n"
- " vec3 dir = orthogonal ? -vec3(0, 0, 1) : VIEW; \n"
- " float angle_fade = abs(dot(dir, NORMAL)); \n"
- " angle_fade = smoothstep(0.05, 0.2, angle_fade); \n"
- " \n"
- " vec3 world_pos = (CAMERA_MATRIX * vec4(VERTEX, 1.0)).xyz; \n"
- " vec3 world_normal = (CAMERA_MATRIX * vec4(NORMAL, 0.0)).xyz; \n"
- " vec3 camera_world_pos = CAMERA_MATRIX[3].xyz; \n"
- " vec3 camera_world_pos_on_plane = camera_world_pos * (1.0 - world_normal); \n"
- " float dist_fade = 1.0 - (distance(world_pos, camera_world_pos_on_plane) / grid_size); \n"
- " dist_fade = smoothstep(0.02, 0.3, dist_fade); \n"
- " \n"
- " ALPHA = COLOR.a * dist_fade * angle_fade; \n"
- "}");
+ grid_shader->set_code(R"(
+shader_type spatial;
+
+render_mode unshaded;
+
+uniform bool orthogonal;
+uniform float grid_size;
+
+void vertex() {
+ // From FLAG_SRGB_VERTEX_COLOR.
+ if (!OUTPUT_IS_SRGB) {
+ COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));
+ }
+}
+
+void fragment() {
+ ALBEDO = COLOR.rgb;
+ vec3 dir = orthogonal ? -vec3(0, 0, 1) : VIEW;
+ float angle_fade = abs(dot(dir, NORMAL));
+ angle_fade = smoothstep(0.05, 0.2, angle_fade);
+
+ vec3 world_pos = (CAMERA_MATRIX * vec4(VERTEX, 1.0)).xyz;
+ vec3 world_normal = (CAMERA_MATRIX * vec4(NORMAL, 0.0)).xyz;
+ vec3 camera_world_pos = CAMERA_MATRIX[3].xyz;
+ vec3 camera_world_pos_on_plane = camera_world_pos * (1.0 - world_normal);
+ float dist_fade = 1.0 - (distance(world_pos, camera_world_pos_on_plane) / grid_size);
+ dist_fade = smoothstep(0.02, 0.3, dist_fade);
+
+ ALPHA = COLOR.a * dist_fade * angle_fade;
+}
+)");
for (int i = 0; i < 3; i++) {
grid_mat[i].instantiate();
@@ -5621,33 +5623,35 @@ void Node3DEditor::_init_indicators() {
Ref<Shader> rotate_shader = memnew(Shader);
- rotate_shader->set_code(
- "\n"
- "shader_type spatial; \n"
- "render_mode unshaded, depth_test_disabled; \n"
- "uniform vec4 albedo; \n"
- "\n"
- "mat3 orthonormalize(mat3 m) { \n"
- " vec3 x = normalize(m[0]); \n"
- " vec3 y = normalize(m[1] - x * dot(x, m[1])); \n"
- " vec3 z = m[2] - x * dot(x, m[2]); \n"
- " z = normalize(z - y * (dot(y,m[2]))); \n"
- " return mat3(x,y,z); \n"
- "} \n"
- "\n"
- "void vertex() { \n"
- " mat3 mv = orthonormalize(mat3(MODELVIEW_MATRIX)); \n"
- " vec3 n = mv * VERTEX; \n"
- " float orientation = dot(vec3(0,0,-1),n); \n"
- " if (orientation <= 0.005) { \n"
- " VERTEX += NORMAL*0.02; \n"
- " } \n"
- "} \n"
- "\n"
- "void fragment() { \n"
- " ALBEDO = albedo.rgb; \n"
- " ALPHA = albedo.a; \n"
- "}");
+ rotate_shader->set_code(R"(
+shader_type spatial;
+
+render_mode unshaded, depth_test_disabled;
+
+uniform vec4 albedo;
+
+mat3 orthonormalize(mat3 m) {
+ vec3 x = normalize(m[0]);
+ vec3 y = normalize(m[1] - x * dot(x, m[1]));
+ vec3 z = m[2] - x * dot(x, m[2]);
+ z = normalize(z - y * (dot(y,m[2])));
+ return mat3(x,y,z);
+}
+
+void vertex() {
+ mat3 mv = orthonormalize(mat3(MODELVIEW_MATRIX));
+ vec3 n = mv * VERTEX;
+ float orientation = dot(vec3(0, 0, -1), n);
+ if (orientation <= 0.005) {
+ VERTEX += NORMAL * 0.02;
+ }
+}
+
+void fragment() {
+ ALBEDO = albedo.rgb;
+ ALPHA = albedo.a;
+}
+)");
Ref<ShaderMaterial> rotate_mat = memnew(ShaderMaterial);
rotate_mat->set_render_priority(Material::RENDER_PRIORITY_MAX);
@@ -5667,34 +5671,36 @@ void Node3DEditor::_init_indicators() {
Ref<ShaderMaterial> border_mat = rotate_mat->duplicate();
Ref<Shader> border_shader = memnew(Shader);
- border_shader->set_code(
- "\n"
- "shader_type spatial; \n"
- "render_mode unshaded, depth_test_disabled; \n"
- "uniform vec4 albedo; \n"
- "\n"
- "mat3 orthonormalize(mat3 m) { \n"
- " vec3 x = normalize(m[0]); \n"
- " vec3 y = normalize(m[1] - x * dot(x, m[1])); \n"
- " vec3 z = m[2] - x * dot(x, m[2]); \n"
- " z = normalize(z - y * (dot(y,m[2]))); \n"
- " return mat3(x,y,z); \n"
- "} \n"
- "\n"
- "void vertex() { \n"
- " mat3 mv = orthonormalize(mat3(MODELVIEW_MATRIX)); \n"
- " mv = inverse(mv); \n"
- " VERTEX += NORMAL*0.008; \n"
- " vec3 camera_dir_local = mv * vec3(0,0,1); \n"
- " vec3 camera_up_local = mv * vec3(0,1,0); \n"
- " mat3 rotation_matrix = mat3(cross(camera_dir_local, camera_up_local), camera_up_local, camera_dir_local); \n"
- " VERTEX = rotation_matrix * VERTEX; \n"
- "} \n"
- "\n"
- "void fragment() { \n"
- " ALBEDO = albedo.rgb; \n"
- " ALPHA = albedo.a; \n"
- "}");
+ border_shader->set_code(R"(
+shader_type spatial;
+
+render_mode unshaded, depth_test_disabled;
+
+uniform vec4 albedo;
+
+mat3 orthonormalize(mat3 m) {
+ vec3 x = normalize(m[0]);
+ vec3 y = normalize(m[1] - x * dot(x, m[1]));
+ vec3 z = m[2] - x * dot(x, m[2]);
+ z = normalize(z - y * (dot(y,m[2])));
+ return mat3(x,y,z);
+}
+
+void vertex() {
+ mat3 mv = orthonormalize(mat3(MODELVIEW_MATRIX));
+ mv = inverse(mv);
+ VERTEX += NORMAL*0.008;
+ vec3 camera_dir_local = mv * vec3(0,0,1);
+ vec3 camera_up_local = mv * vec3(0,1,0);
+ mat3 rotation_matrix = mat3(cross(camera_dir_local, camera_up_local), camera_up_local, camera_dir_local);
+ VERTEX = rotation_matrix * VERTEX;
+}
+
+void fragment() {
+ ALBEDO = albedo.rgb;
+ ALPHA = albedo.a;
+}
+)");
border_mat->set_shader(border_shader);
border_mat->set_shader_param("albedo", Color(0.75, 0.75, 0.75, col.a / 3.0));
@@ -7155,9 +7161,21 @@ Node3DEditor::Node3DEditor(EditorNode *p_editor) {
sun_direction->connect("draw", callable_mp(this, &Node3DEditor::_sun_direction_draw));
sun_direction->set_default_cursor_shape(CURSOR_MOVE);
- String sun_dir_shader_code = "shader_type canvas_item; uniform vec3 sun_direction; uniform vec3 sun_color; void fragment() { vec3 n; n.xy = UV * 2.0 - 1.0; n.z = sqrt(max(0.0, 1.0 - dot(n.xy, n.xy))); COLOR.rgb = dot(n,sun_direction) * sun_color; COLOR.a = 1.0 - smoothstep(0.99,1.0,length(n.xy)); }";
sun_direction_shader.instantiate();
- sun_direction_shader->set_code(sun_dir_shader_code);
+ sun_direction_shader->set_code(R"(
+shader_type canvas_item;
+
+uniform vec3 sun_direction;
+uniform vec3 sun_color;
+
+void fragment() {
+ vec3 n;
+ n.xy = UV * 2.0 - 1.0;
+ n.z = sqrt(max(0.0, 1.0 - dot(n.xy, n.xy)));
+ COLOR.rgb = dot(n, sun_direction) * sun_color;
+ COLOR.a = 1.0 - smoothstep(0.99, 1.0, length(n.xy));
+}
+)");
sun_direction_material.instantiate();
sun_direction_material->set_shader(sun_direction_shader);
sun_direction_material->set_shader_param("sun_direction", Vector3(0, 0, 1));
diff --git a/editor/plugins/texture_3d_editor_plugin.cpp b/editor/plugins/texture_3d_editor_plugin.cpp
index 096062fc8b..3987cdd6a0 100644
--- a/editor/plugins/texture_3d_editor_plugin.cpp
+++ b/editor/plugins/texture_3d_editor_plugin.cpp
@@ -77,16 +77,17 @@ void Texture3DEditor::_update_material() {
}
void Texture3DEditor::_make_shaders() {
- String shader_3d = ""
- "shader_type canvas_item;\n"
- "uniform sampler3D tex;\n"
- "uniform float layer;\n"
- "void fragment() {\n"
- " COLOR = textureLod(tex,vec3(UV,layer),0.0);\n"
- "}";
-
shader.instantiate();
- shader->set_code(shader_3d);
+ shader->set_code(R"(
+shader_type canvas_item;
+
+uniform sampler3D tex;
+uniform float layer;
+
+void fragment() {
+ COLOR = textureLod(tex, vec3(UV, layer), 0.0);
+}
+)");
material.instantiate();
material->set_shader(shader);
}
diff --git a/editor/plugins/texture_layered_editor_plugin.cpp b/editor/plugins/texture_layered_editor_plugin.cpp
index fb50e1c4a6..80359452ac 100644
--- a/editor/plugins/texture_layered_editor_plugin.cpp
+++ b/editor/plugins/texture_layered_editor_plugin.cpp
@@ -104,43 +104,46 @@ void TextureLayeredEditor::_update_material() {
}
void TextureLayeredEditor::_make_shaders() {
- String shader_2d_array = ""
- "shader_type canvas_item;\n"
- "uniform sampler2DArray tex;\n"
- "uniform float layer;\n"
- "void fragment() {\n"
- " COLOR = textureLod(tex,vec3(UV,layer),0.0);\n"
- "}";
-
shaders[0].instantiate();
- shaders[0]->set_code(shader_2d_array);
-
- String shader_cube = ""
- "shader_type canvas_item;\n"
- "uniform samplerCube tex;\n"
- "uniform vec3 normal;\n"
- "uniform mat3 rot;\n"
- "void fragment() {\n"
- " vec3 n = rot * normalize(vec3(normal.xy*(UV * 2.0 - 1.0),normal.z));\n"
- " COLOR = textureLod(tex,n,0.0);\n"
- "}";
+ shaders[0]->set_code(R"(
+shader_type canvas_item;
+
+uniform sampler2DArray tex;
+uniform float layer;
+
+void fragment() {
+ COLOR = textureLod(tex, vec3(UV, layer), 0.0);
+}
+)");
shaders[1].instantiate();
- shaders[1]->set_code(shader_cube);
-
- String shader_cube_array = ""
- "shader_type canvas_item;\n"
- "uniform samplerCubeArray tex;\n"
- "uniform vec3 normal;\n"
- "uniform mat3 rot;\n"
- "uniform float layer;\n"
- "void fragment() {\n"
- " vec3 n = rot * normalize(vec3(normal.xy*(UV * 2.0 - 1.0),normal.z));\n"
- " COLOR = textureLod(tex,vec4(n,layer),0.0);\n"
- "}";
+ shaders[1]->set_code(R"(
+shader_type canvas_item;
+
+uniform samplerCube tex;
+uniform vec3 normal;
+uniform mat3 rot;
+
+void fragment() {
+ vec3 n = rot * normalize(vec3(normal.xy * (UV * 2.0 - 1.0), normal.z));
+ COLOR = textureLod(tex, n, 0.0);
+}
+)");
shaders[2].instantiate();
- shaders[2]->set_code(shader_cube_array);
+ shaders[2]->set_code(R"(
+shader_type canvas_item;
+
+uniform samplerCubeArray tex;
+uniform vec3 normal;
+uniform mat3 rot;
+uniform float layer;
+
+void fragment() {
+ vec3 n = rot * normalize(vec3(normal.xy * (UV * 2.0 - 1.0), normal.z));
+ COLOR = textureLod(tex, vec4(n, layer), 0.0);
+}
+)");
for (int i = 0; i < 3; i++) {
materials[i].instantiate();
diff --git a/scene/gui/color_picker.cpp b/scene/gui/color_picker.cpp
index eaad887032..261480bcdd 100644
--- a/scene/gui/color_picker.cpp
+++ b/scene/gui/color_picker.cpp
@@ -97,43 +97,49 @@ Ref<Shader> ColorPicker::circle_shader;
void ColorPicker::init_shaders() {
wheel_shader.instantiate();
- wheel_shader->set_code(
- "shader_type canvas_item;"
- "void fragment() {"
- " float x = UV.x - 0.5;"
- " float y = UV.y - 0.5;"
- " float a = atan(y, x);"
- " x += 0.001;"
- " y += 0.001;"
- " float b = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);"
- " x -= 0.002;"
- " float b2 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);"
- " y -= 0.002;"
- " float b3 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);"
- " x += 0.002;"
- " float b4 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);"
- " COLOR = vec4(clamp((abs(fract(((a - TAU) / TAU) + vec3(3.0, 2.0, 1.0) / 3.0) * 6.0 - 3.0) - 1.0), 0.0, 1.0), (b + b2 + b3 + b4) / 4.00);"
- "}");
+ wheel_shader->set_code(R"(
+shader_type canvas_item;
+
+void fragment() {
+ float x = UV.x - 0.5;
+ float y = UV.y - 0.5;
+ float a = atan(y, x);
+ x += 0.001;
+ y += 0.001;
+ float b = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);
+ x -= 0.002;
+ float b2 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);
+ y -= 0.002;
+ float b3 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);
+ x += 0.002;
+ float b4 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);
+
+ COLOR = vec4(clamp((abs(fract(((a - TAU) / TAU) + vec3(3.0, 2.0, 1.0) / 3.0) * 6.0 - 3.0) - 1.0), 0.0, 1.0), (b + b2 + b3 + b4) / 4.00);
+}
+)");
circle_shader.instantiate();
- circle_shader->set_code(
- "shader_type canvas_item;"
- "uniform float v = 1.0;"
- "void fragment() {"
- " float x = UV.x - 0.5;"
- " float y = UV.y - 0.5;"
- " float a = atan(y, x);"
- " x += 0.001;"
- " y += 0.001;"
- " float b = float(sqrt(x * x + y * y) < 0.5);"
- " x -= 0.002;"
- " float b2 = float(sqrt(x * x + y * y) < 0.5);"
- " y -= 0.002;"
- " float b3 = float(sqrt(x * x + y * y) < 0.5);"
- " x += 0.002;"
- " float b4 = float(sqrt(x * x + y * y) < 0.5);"
- " COLOR = vec4(mix(vec3(1.0), clamp(abs(fract(vec3((a - TAU) / TAU) + vec3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - vec3(3.0)) - vec3(1.0), 0.0, 1.0), ((float(sqrt(x * x + y * y)) * 2.0)) / 1.0) * vec3(v), (b + b2 + b3 + b4) / 4.00);"
- "}");
+ circle_shader->set_code(R"(
+shader_type canvas_item;
+
+uniform float v = 1.0;
+
+void fragment() {
+ float x = UV.x - 0.5;
+ float y = UV.y - 0.5;
+ float a = atan(y, x);
+ x += 0.001;
+ y += 0.001;
+ float b = float(sqrt(x * x + y * y) < 0.5);
+ x -= 0.002;
+ float b2 = float(sqrt(x * x + y * y) < 0.5);
+ y -= 0.002;
+ float b3 = float(sqrt(x * x + y * y) < 0.5);
+ x += 0.002;
+ float b4 = float(sqrt(x * x + y * y) < 0.5);
+
+ COLOR = vec4(mix(vec3(1.0), clamp(abs(fract(vec3((a - TAU) / TAU) + vec3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - vec3(3.0)) - vec3(1.0), 0.0, 1.0), ((float(sqrt(x * x + y * y)) * 2.0)) / 1.0) * vec3(v), (b + b2 + b3 + b4) / 4.00);
+})");
}
void ColorPicker::finish_shaders() {
diff --git a/scene/main/canvas_item.cpp b/scene/main/canvas_item.cpp
index f81a3ef630..c3fd62640a 100644
--- a/scene/main/canvas_item.cpp
+++ b/scene/main/canvas_item.cpp
@@ -128,24 +128,21 @@ void CanvasItemMaterial::_update_shader() {
if (particles_animation) {
code += "uniform int particles_anim_h_frames;\n";
code += "uniform int particles_anim_v_frames;\n";
- code += "uniform bool particles_anim_loop;\n";
+ code += "uniform bool particles_anim_loop;\n\n";
code += "void vertex() {\n";
-
- code += "\tfloat h_frames = float(particles_anim_h_frames);\n";
- code += "\tfloat v_frames = float(particles_anim_v_frames);\n";
-
- code += "\tVERTEX.xy /= vec2(h_frames, v_frames);\n";
-
- code += "\tfloat particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
- code += "\tfloat particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
- code += "\tif (!particles_anim_loop) {\n";
- code += "\t\tparticle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
- code += "\t} else {\n";
- code += "\t\tparticle_frame = mod(particle_frame, particle_total_frames);\n";
- code += "\t}";
- code += "\tUV /= vec2(h_frames, v_frames);\n";
- code += "\tUV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n";
+ code += " float h_frames = float(particles_anim_h_frames);\n";
+ code += " float v_frames = float(particles_anim_v_frames);\n";
+ code += " VERTEX.xy /= vec2(h_frames, v_frames);\n";
+ code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
+ code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
+ code += " if (!particles_anim_loop) {\n";
+ code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
+ code += " } else {\n";
+ code += " particle_frame = mod(particle_frame, particle_total_frames);\n";
+ code += " }";
+ code += " UV /= vec2(h_frames, v_frames);\n";
+ code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n";
code += "}\n";
}
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index a264c2d1eb..7d49533afd 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -757,148 +757,148 @@ void BaseMaterial3D::_update_shader() {
code += "void vertex() {\n";
if (flags[FLAG_SRGB_VERTEX_COLOR]) {
- code += "\tif (!OUTPUT_IS_SRGB) {\n";
- code += "\t\tCOLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));\n";
- code += "\t}\n";
+ code += " if (!OUTPUT_IS_SRGB) {\n";
+ code += " COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));\n";
+ code += " }\n";
}
if (flags[FLAG_USE_POINT_SIZE]) {
- code += "\tPOINT_SIZE=point_size;\n";
+ code += " POINT_SIZE=point_size;\n";
}
if (shading_mode == SHADING_MODE_PER_VERTEX) {
- code += "\tROUGHNESS=roughness;\n";
+ code += " ROUGHNESS=roughness;\n";
}
if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tUV=UV*uv1_scale.xy+uv1_offset.xy;\n";
+ code += " UV=UV*uv1_scale.xy+uv1_offset.xy;\n";
}
switch (billboard_mode) {
case BILLBOARD_DISABLED: {
} break;
case BILLBOARD_ENABLED: {
- code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n";
+ code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
- code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
}
} break;
case BILLBOARD_FIXED_Y: {
- code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)), 0.0),WORLD_MATRIX[3]);\n";
+ code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)), 0.0),WORLD_MATRIX[3]);\n";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
- code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
} else {
- code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(1.0, 0.0, 0.0, 0.0),vec4(0.0, 1.0/length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0 ,1.0));\n";
+ code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(1.0, 0.0, 0.0, 0.0),vec4(0.0, 1.0/length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0 ,1.0));\n";
}
} break;
case BILLBOARD_PARTICLES: {
//make billboard
- code += "\tmat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n";
+ code += " mat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n";
//rotate by rotation
- code += "\tmat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " mat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
//set modelview
- code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
+ code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
//handle animation
- code += "\tfloat h_frames = float(particles_anim_h_frames);\n";
- code += "\tfloat v_frames = float(particles_anim_v_frames);\n";
- code += "\tfloat particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
- code += "\tfloat particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
- code += "\tif (!particles_anim_loop) {\n";
- code += "\t\tparticle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
- code += "\t} else {\n";
- code += "\t\tparticle_frame = mod(particle_frame, particle_total_frames);\n";
- code += "\t}";
- code += "\tUV /= vec2(h_frames, v_frames);\n";
- code += "\tUV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n";
+ code += " float h_frames = float(particles_anim_h_frames);\n";
+ code += " float v_frames = float(particles_anim_v_frames);\n";
+ code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
+ code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
+ code += " if (!particles_anim_loop) {\n";
+ code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
+ code += " } else {\n";
+ code += " particle_frame = mod(particle_frame, particle_total_frames);\n";
+ code += " }";
+ code += " UV /= vec2(h_frames, v_frames);\n";
+ code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n";
} break;
case BILLBOARD_MAX:
break; // Internal value, skip.
}
if (flags[FLAG_FIXED_SIZE]) {
- code += "\tif (PROJECTION_MATRIX[3][3] != 0.0) {\n";
+ code += " if (PROJECTION_MATRIX[3][3] != 0.0) {\n";
//orthogonal matrix, try to do about the same
//with viewport size
- code += "\t\tfloat h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n";
- code += "\t\tfloat sc = (h * 2.0); //consistent with Y-fov\n";
- code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n";
- code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n";
- code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n";
- code += "\t} else {\n";
+ code += " float h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n";
+ code += " float sc = (h * 2.0); //consistent with Y-fov\n";
+ code += " MODELVIEW_MATRIX[0]*=sc;\n";
+ code += " MODELVIEW_MATRIX[1]*=sc;\n";
+ code += " MODELVIEW_MATRIX[2]*=sc;\n";
+ code += " } else {\n";
//just scale by depth
- code += "\t\tfloat sc = -(MODELVIEW_MATRIX)[3].z;\n";
- code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n";
- code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n";
- code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n";
- code += "\t}\n";
+ code += " float sc = -(MODELVIEW_MATRIX)[3].z;\n";
+ code += " MODELVIEW_MATRIX[0]*=sc;\n";
+ code += " MODELVIEW_MATRIX[1]*=sc;\n";
+ code += " MODELVIEW_MATRIX[2]*=sc;\n";
+ code += " }\n";
}
if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) {
- code += "\tUV2=UV2*uv2_scale.xy+uv2_offset.xy;\n";
+ code += " UV2=UV2*uv2_scale.xy+uv2_offset.xy;\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
//generate tangent and binormal in world space
- code += "\tTANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n";
- code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n";
- code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n";
- code += "\tTANGENT = normalize(TANGENT);\n";
+ code += " TANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n";
+ code += " TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n";
+ code += " TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n";
+ code += " TANGENT = normalize(TANGENT);\n";
- code += "\tBINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n";
- code += "\tBINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n";
- code += "\tBINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n";
- code += "\tBINORMAL = normalize(BINORMAL);\n";
+ code += " BINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n";
+ code += " BINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n";
+ code += " BINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n";
+ code += " BINORMAL = normalize(BINORMAL);\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
- code += "\tuv1_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n";
- code += "\tuv1_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";
+ code += " uv1_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n";
+ code += " uv1_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";
} else {
- code += "\tuv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
- code += "\tuv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
+ code += " uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
+ code += " uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
}
- code += "\tuv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n";
- code += "\tuv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
+ code += " uv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n";
+ code += " uv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
}
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) {
- code += "\tuv2_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n";
- code += "\tuv2_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";
+ code += " uv2_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n";
+ code += " uv2_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";
} else {
- code += "\tuv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
- code += "\tuv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";
+ code += " uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
+ code += " uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";
}
- code += "\tuv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n";
- code += "\tuv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
+ code += " uv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n";
+ code += " uv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n";
}
if (grow_enabled) {
- code += "\tVERTEX+=NORMAL*grow;\n";
+ code += " VERTEX+=NORMAL*grow;\n";
}
code += "}\n";
code += "\n\n";
if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) {\n";
- code += "\tvec4 samp=vec4(0.0);\n";
- code += "\tsamp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;\n";
- code += "\tsamp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;\n";
- code += "\tsamp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n";
- code += "\treturn samp;\n";
+ code += " vec4 samp=vec4(0.0);\n";
+ code += " samp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;\n";
+ code += " samp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;\n";
+ code += " samp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n";
+ code += " return samp;\n";
code += "}\n";
}
code += "\n\n";
code += "void fragment() {\n";
if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec2 base_uv = UV;\n";
+ code += " vec2 base_uv = UV;\n";
}
if ((features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) || (features[FEATURE_AMBIENT_OCCLUSION] && flags[FLAG_AO_ON_UV2]) || (features[FEATURE_EMISSION] && flags[FLAG_EMISSION_ON_UV2])) {
- code += "\tvec2 base_uv2 = UV2;\n";
+ code += " vec2 base_uv2 = UV2;\n";
}
if (features[FEATURE_HEIGHT_MAPPING] && flags[FLAG_UV1_USE_TRIPLANAR]) {
@@ -916,317 +916,317 @@ void BaseMaterial3D::_update_shader() {
}
if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //heightmap not supported with triplanar
- code += "\t{\n";
- code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*heightmap_flip.x,-BINORMAL*heightmap_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-)
+ code += " {\n";
+ code += " vec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*heightmap_flip.x,-BINORMAL*heightmap_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-)
if (deep_parallax) {
- code += "\t\tfloat num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
- code += "\t\tfloat layer_depth = 1.0 / num_layers;\n";
- code += "\t\tfloat current_layer_depth = 0.0;\n";
- code += "\t\tvec2 P = view_dir.xy * heightmap_scale;\n";
- code += "\t\tvec2 delta = P / num_layers;\n";
- code += "\t\tvec2 ofs = base_uv;\n";
+ code += " float num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
+ code += " float layer_depth = 1.0 / num_layers;\n";
+ code += " float current_layer_depth = 0.0;\n";
+ code += " vec2 P = view_dir.xy * heightmap_scale;\n";
+ code += " vec2 delta = P / num_layers;\n";
+ code += " vec2 ofs = base_uv;\n";
if (flags[FLAG_INVERT_HEIGHTMAP]) {
- code += "\t\tfloat depth = texture(texture_heightmap, ofs).r;\n";
+ code += " float depth = texture(texture_heightmap, ofs).r;\n";
} else {
- code += "\t\tfloat depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
+ code += " float depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
}
- code += "\t\tfloat current_depth = 0.0;\n";
- code += "\t\twhile(current_depth < depth) {\n";
- code += "\t\t\tofs -= delta;\n";
+ code += " float current_depth = 0.0;\n";
+ code += " while(current_depth < depth) {\n";
+ code += " ofs -= delta;\n";
if (flags[FLAG_INVERT_HEIGHTMAP]) {
- code += "\t\t\tdepth = texture(texture_heightmap, ofs).r;\n";
+ code += " depth = texture(texture_heightmap, ofs).r;\n";
} else {
- code += "\t\t\tdepth = 1.0 - texture(texture_heightmap, ofs).r;\n";
+ code += " depth = 1.0 - texture(texture_heightmap, ofs).r;\n";
}
- code += "\t\t\tcurrent_depth += layer_depth;\n";
- code += "\t\t}\n";
- code += "\t\tvec2 prev_ofs = ofs + delta;\n";
- code += "\t\tfloat after_depth = depth - current_depth;\n";
+ code += " current_depth += layer_depth;\n";
+ code += " }\n";
+ code += " vec2 prev_ofs = ofs + delta;\n";
+ code += " float after_depth = depth - current_depth;\n";
if (flags[FLAG_INVERT_HEIGHTMAP]) {
- code += "\t\tfloat before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n";
+ code += " float before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n";
} else {
- code += "\t\tfloat before_depth = ( 1.0 - texture(texture_heightmap, prev_ofs).r ) - current_depth + layer_depth;\n";
+ code += " float before_depth = ( 1.0 - texture(texture_heightmap, prev_ofs).r ) - current_depth + layer_depth;\n";
}
- code += "\t\tfloat weight = after_depth / (after_depth - before_depth);\n";
- code += "\t\tofs = mix(ofs,prev_ofs,weight);\n";
+ code += " float weight = after_depth / (after_depth - before_depth);\n";
+ code += " ofs = mix(ofs,prev_ofs,weight);\n";
} else {
if (flags[FLAG_INVERT_HEIGHTMAP]) {
- code += "\t\tfloat depth = texture(texture_heightmap, base_uv).r;\n";
+ code += " float depth = texture(texture_heightmap, base_uv).r;\n";
} else {
- code += "\t\tfloat depth = 1.0 - texture(texture_heightmap, base_uv).r;\n";
+ code += " float depth = 1.0 - texture(texture_heightmap, base_uv).r;\n";
}
- code += "\t\tvec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * heightmap_scale);\n";
+ code += " vec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * heightmap_scale);\n";
}
- code += "\t\tbase_uv=ofs;\n";
+ code += " base_uv=ofs;\n";
if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
- code += "\t\tbase_uv2-=ofs;\n";
+ code += " base_uv2-=ofs;\n";
}
- code += "\t}\n";
+ code += " }\n";
}
if (flags[FLAG_USE_POINT_SIZE]) {
- code += "\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
+ code += " vec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos);\n";
+ code += " vec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos);\n";
} else {
- code += "\tvec4 albedo_tex = texture(texture_albedo,base_uv);\n";
+ code += " vec4 albedo_tex = texture(texture_albedo,base_uv);\n";
}
}
if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
- code += "\talbedo_tex.rgb = mix(pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),albedo_tex.rgb.rgb * (1.0 / 12.92),lessThan(albedo_tex.rgb,vec3(0.04045)));\n";
+ code += " albedo_tex.rgb = mix(pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),albedo_tex.rgb.rgb * (1.0 / 12.92),lessThan(albedo_tex.rgb,vec3(0.04045)));\n";
}
if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
- code += "\talbedo_tex *= COLOR;\n";
+ code += " albedo_tex *= COLOR;\n";
}
- code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n";
+ code += " ALBEDO = albedo.rgb * albedo_tex.rgb;\n";
if (!orm) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tfloat metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n";
+ code += " float metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n";
} else {
- code += "\tfloat metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n";
+ code += " float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n";
}
- code += "\tMETALLIC = metallic_tex * metallic;\n";
+ code += " METALLIC = metallic_tex * metallic;\n";
switch (roughness_texture_channel) {
case TEXTURE_CHANNEL_RED: {
- code += "\tvec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);\n";
+ code += " vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);\n";
} break;
case TEXTURE_CHANNEL_GREEN: {
- code += "\tvec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0);\n";
+ code += " vec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0);\n";
} break;
case TEXTURE_CHANNEL_BLUE: {
- code += "\tvec4 roughness_texture_channel = vec4(0.0,0.0,1.0,0.0);\n";
+ code += " vec4 roughness_texture_channel = vec4(0.0,0.0,1.0,0.0);\n";
} break;
case TEXTURE_CHANNEL_ALPHA: {
- code += "\tvec4 roughness_texture_channel = vec4(0.0,0.0,0.0,1.0);\n";
+ code += " vec4 roughness_texture_channel = vec4(0.0,0.0,0.0,1.0);\n";
} break;
case TEXTURE_CHANNEL_GRAYSCALE: {
- code += "\tvec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);\n";
+ code += " vec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);\n";
} break;
case TEXTURE_CHANNEL_MAX:
break; // Internal value, skip.
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tfloat roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n";
+ code += " float roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n";
} else {
- code += "\tfloat roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n";
+ code += " float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n";
}
- code += "\tROUGHNESS = roughness_tex * roughness;\n";
- code += "\tSPECULAR = specular;\n";
+ code += " ROUGHNESS = roughness_tex * roughness;\n";
+ code += " SPECULAR = specular;\n";
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec4 orm_tex = triplanar_texture(texture_orm,uv1_power_normal,uv1_triplanar_pos);\n";
+ code += " vec4 orm_tex = triplanar_texture(texture_orm,uv1_power_normal,uv1_triplanar_pos);\n";
} else {
- code += "\tvec4 orm_tex = texture(texture_orm,base_uv);\n";
+ code += " vec4 orm_tex = texture(texture_orm,base_uv);\n";
}
- code += "\tROUGHNESS = orm_tex.g;\n";
- code += "\tMETALLIC = orm_tex.b;\n";
+ code += " ROUGHNESS = orm_tex.g;\n";
+ code += " METALLIC = orm_tex.b;\n";
}
if (features[FEATURE_NORMAL_MAPPING]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tNORMAL_MAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
+ code += " NORMAL_MAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
} else {
- code += "\tNORMAL_MAP = texture(texture_normal,base_uv).rgb;\n";
+ code += " NORMAL_MAP = texture(texture_normal,base_uv).rgb;\n";
}
- code += "\tNORMAL_MAP_DEPTH = normal_scale;\n";
+ code += " NORMAL_MAP_DEPTH = normal_scale;\n";
}
if (features[FEATURE_EMISSION]) {
if (flags[FLAG_EMISSION_ON_UV2]) {
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
- code += "\tvec3 emission_tex = triplanar_texture(texture_emission,uv2_power_normal,uv2_triplanar_pos).rgb;\n";
+ code += " vec3 emission_tex = triplanar_texture(texture_emission,uv2_power_normal,uv2_triplanar_pos).rgb;\n";
} else {
- code += "\tvec3 emission_tex = texture(texture_emission,base_uv2).rgb;\n";
+ code += " vec3 emission_tex = texture(texture_emission,base_uv2).rgb;\n";
}
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
+ code += " vec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
} else {
- code += "\tvec3 emission_tex = texture(texture_emission,base_uv).rgb;\n";
+ code += " vec3 emission_tex = texture(texture_emission,base_uv).rgb;\n";
}
}
if (emission_op == EMISSION_OP_ADD) {
- code += "\tEMISSION = (emission.rgb+emission_tex)*emission_energy;\n";
+ code += " EMISSION = (emission.rgb+emission_tex)*emission_energy;\n";
} else {
- code += "\tEMISSION = (emission.rgb*emission_tex)*emission_energy;\n";
+ code += " EMISSION = (emission.rgb*emission_tex)*emission_energy;\n";
}
}
if (features[FEATURE_REFRACTION]) {
if (features[FEATURE_NORMAL_MAPPING]) {
- code += "\tvec3 unpacked_normal = NORMAL_MAP;\n";
- code += "\tunpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;\n";
- code += "\tunpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));\n";
- code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH) );\n";
+ code += " vec3 unpacked_normal = NORMAL_MAP;\n";
+ code += " unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;\n";
+ code += " unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));\n";
+ code += " vec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH) );\n";
} else {
- code += "\tvec3 ref_normal = NORMAL;\n";
+ code += " vec3 ref_normal = NORMAL;\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction,uv1_power_normal,uv1_triplanar_pos),refraction_texture_channel) * refraction;\n";
+ code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction,uv1_power_normal,uv1_triplanar_pos),refraction_texture_channel) * refraction;\n";
} else {
- code += "\tvec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n";
+ code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n";
}
- code += "\tfloat ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
- code += "\tEMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n";
- code += "\tALBEDO *= 1.0 - ref_amount;\n";
- code += "\tALPHA = 1.0;\n";
+ code += " float ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
+ code += " EMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n";
+ code += " ALBEDO *= 1.0 - ref_amount;\n";
+ code += " ALPHA = 1.0;\n";
} else if (transparency != TRANSPARENCY_DISABLED || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) {
- code += "\tALPHA = albedo.a * albedo_tex.a;\n";
+ code += " ALPHA = albedo.a * albedo_tex.a;\n";
}
if (transparency == TRANSPARENCY_ALPHA_HASH) {
- code += "\tALPHA_HASH_SCALE = alpha_hash_scale;\n";
+ code += " ALPHA_HASH_SCALE = alpha_hash_scale;\n";
} else if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
- code += "\tALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;\n";
+ code += " ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;\n";
}
if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF && (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR)) {
- code += "\tALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;\n";
- code += "\tALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);\n";
+ code += " ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;\n";
+ code += " ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);\n";
}
if (proximity_fade_enabled) {
- code += "\tfloat depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n";
- code += "\tvec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0);\n";
- code += "\tworld_pos.xyz/=world_pos.w;\n";
- code += "\tALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n";
+ code += " float depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n";
+ code += " vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0);\n";
+ code += " world_pos.xyz/=world_pos.w;\n";
+ code += " ALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n";
}
if (distance_fade != DISTANCE_FADE_DISABLED) {
if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
if (!RenderingServer::get_singleton()->is_low_end()) {
- code += "\t{\n";
+ code += " {\n";
if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
- code += "\t\tfloat fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n";
+ code += " float fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n";
} else {
- code += "\t\tfloat fade_distance=-VERTEX.z;\n";
+ code += " float fade_distance=-VERTEX.z;\n";
}
- code += "\t\tfloat fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n";
- code += "\t\tint x = int(FRAGCOORD.x) % 4;\n";
- code += "\t\tint y = int(FRAGCOORD.y) % 4;\n";
- code += "\t\tint index = x + y * 4;\n";
- code += "\t\tfloat limit = 0.0;\n\n";
- code += "\t\tif (x < 8) {\n";
- code += "\t\t\tif (index == 0) limit = 0.0625;\n";
- code += "\t\t\tif (index == 1) limit = 0.5625;\n";
- code += "\t\t\tif (index == 2) limit = 0.1875;\n";
- code += "\t\t\tif (index == 3) limit = 0.6875;\n";
- code += "\t\t\tif (index == 4) limit = 0.8125;\n";
- code += "\t\t\tif (index == 5) limit = 0.3125;\n";
- code += "\t\t\tif (index == 6) limit = 0.9375;\n";
- code += "\t\t\tif (index == 7) limit = 0.4375;\n";
- code += "\t\t\tif (index == 8) limit = 0.25;\n";
- code += "\t\t\tif (index == 9) limit = 0.75;\n";
- code += "\t\t\tif (index == 10) limit = 0.125;\n";
- code += "\t\t\tif (index == 11) limit = 0.625;\n";
- code += "\t\t\tif (index == 12) limit = 1.0;\n";
- code += "\t\t\tif (index == 13) limit = 0.5;\n";
- code += "\t\t\tif (index == 14) limit = 0.875;\n";
- code += "\t\t\tif (index == 15) limit = 0.375;\n";
- code += "\t\t}\n\n";
- code += "\tif (fade < limit)\n";
- code += "\t\tdiscard;\n";
- code += "\t}\n\n";
+ code += " float fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n";
+ code += " int x = int(FRAGCOORD.x) % 4;\n";
+ code += " int y = int(FRAGCOORD.y) % 4;\n";
+ code += " int index = x + y * 4;\n";
+ code += " float limit = 0.0;\n\n";
+ code += " if (x < 8) {\n";
+ code += " if (index == 0) limit = 0.0625;\n";
+ code += " if (index == 1) limit = 0.5625;\n";
+ code += " if (index == 2) limit = 0.1875;\n";
+ code += " if (index == 3) limit = 0.6875;\n";
+ code += " if (index == 4) limit = 0.8125;\n";
+ code += " if (index == 5) limit = 0.3125;\n";
+ code += " if (index == 6) limit = 0.9375;\n";
+ code += " if (index == 7) limit = 0.4375;\n";
+ code += " if (index == 8) limit = 0.25;\n";
+ code += " if (index == 9) limit = 0.75;\n";
+ code += " if (index == 10) limit = 0.125;\n";
+ code += " if (index == 11) limit = 0.625;\n";
+ code += " if (index == 12) limit = 1.0;\n";
+ code += " if (index == 13) limit = 0.5;\n";
+ code += " if (index == 14) limit = 0.875;\n";
+ code += " if (index == 15) limit = 0.375;\n";
+ code += " }\n\n";
+ code += " if (fade < limit)\n";
+ code += " discard;\n";
+ code += " }\n\n";
}
} else {
- code += "\tALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n";
+ code += " ALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n";
}
}
if (features[FEATURE_RIM]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_triplanar_pos).xy;\n";
+ code += " vec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_triplanar_pos).xy;\n";
} else {
- code += "\tvec2 rim_tex = texture(texture_rim,base_uv).xy;\n";
+ code += " vec2 rim_tex = texture(texture_rim,base_uv).xy;\n";
}
- code += "\tRIM = rim*rim_tex.x;";
- code += "\tRIM_TINT = rim_tint*rim_tex.y;\n";
+ code += " RIM = rim*rim_tex.x;";
+ code += " RIM_TINT = rim_tint*rim_tex.y;\n";
}
if (features[FEATURE_CLEARCOAT]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy;\n";
+ code += " vec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy;\n";
} else {
- code += "\tvec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
+ code += " vec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
}
- code += "\tCLEARCOAT = clearcoat*clearcoat_tex.x;";
- code += "\tCLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n";
+ code += " CLEARCOAT = clearcoat*clearcoat_tex.x;";
+ code += " CLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n";
}
if (features[FEATURE_ANISOTROPY]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga;\n";
+ code += " vec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga;\n";
} else {
- code += "\tvec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n";
+ code += " vec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n";
}
- code += "\tANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n";
- code += "\tANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
+ code += " ANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n";
+ code += " ANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
if (!orm) {
if (flags[FLAG_AO_ON_UV2]) {
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
- code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
+ code += " AO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n";
} else {
- code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";
+ code += " AO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n";
}
} else {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n";
+ code += " AO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n";
} else {
- code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
+ code += " AO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n";
}
}
} else {
- code += "\tAO = orm_tex.r;\n";
+ code += " AO = orm_tex.r;\n";
}
- code += "\tAO_LIGHT_AFFECT = ao_light_affect;\n";
+ code += " AO_LIGHT_AFFECT = ao_light_affect;\n";
}
if (features[FEATURE_SUBSURFACE_SCATTERING]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tfloat sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n";
+ code += " float sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n";
} else {
- code += "\tfloat sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n";
+ code += " float sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n";
}
- code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
+ code += " SSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
}
if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance,uv1_power_normal,uv1_triplanar_pos);\n";
+ code += " vec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance,uv1_power_normal,uv1_triplanar_pos);\n";
} else {
- code += "\tvec4 trans_color_tex = texture(texture_subsurface_transmittance,base_uv);\n";
+ code += " vec4 trans_color_tex = texture(texture_subsurface_transmittance,base_uv);\n";
}
- code += "\tSSS_TRANSMITTANCE_COLOR=transmittance_color*trans_color_tex;\n";
+ code += " SSS_TRANSMITTANCE_COLOR=transmittance_color*trans_color_tex;\n";
- code += "\tSSS_TRANSMITTANCE_DEPTH=transmittance_depth;\n";
- code += "\tSSS_TRANSMITTANCE_BOOST=transmittance_boost;\n";
+ code += " SSS_TRANSMITTANCE_DEPTH=transmittance_depth;\n";
+ code += " SSS_TRANSMITTANCE_BOOST=transmittance_boost;\n";
}
if (features[FEATURE_BACKLIGHT]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec3 backlight_tex = triplanar_texture(texture_backlight,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
+ code += " vec3 backlight_tex = triplanar_texture(texture_backlight,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
} else {
- code += "\tvec3 backlight_tex = texture(texture_backlight,base_uv).rgb;\n";
+ code += " vec3 backlight_tex = texture(texture_backlight,base_uv).rgb;\n";
}
- code += "\tBACKLIGHT = (backlight.rgb+backlight_tex);\n";
+ code += " BACKLIGHT = (backlight.rgb+backlight_tex);\n";
}
if (features[FEATURE_DETAIL]) {
@@ -1234,41 +1234,41 @@ void BaseMaterial3D::_update_shader() {
if (triplanar) {
String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2";
- code += "\tvec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
- code += "\tvec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
+ code += " vec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
+ code += " vec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n";
} else {
String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
- code += "\tvec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
- code += "\tvec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
+ code += " vec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
+ code += " vec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
}
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tvec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n";
+ code += " vec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n";
} else {
- code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
+ code += " vec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
}
switch (detail_blend_mode) {
case BLEND_MODE_MIX: {
- code += "\tvec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n";
+ code += " vec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n";
} break;
case BLEND_MODE_ADD: {
- code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n";
+ code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n";
} break;
case BLEND_MODE_SUB: {
- code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n";
+ code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n";
} break;
case BLEND_MODE_MUL: {
- code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n";
+ code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n";
} break;
case BLEND_MODE_MAX:
break; // Internal value, skip.
}
- code += "\tvec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a);\n";
- code += "\tNORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r);\n";
- code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
+ code += " vec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a);\n";
+ code += " NORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r);\n";
+ code += " ALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
}
code += "}\n";
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp
index 89b3336118..b34d3feb47 100644
--- a/scene/resources/sky_material.cpp
+++ b/scene/resources/sky_material.cpp
@@ -181,68 +181,75 @@ void ProceduralSkyMaterial::_bind_methods() {
}
ProceduralSkyMaterial::ProceduralSkyMaterial() {
- String code = "shader_type sky;\n\n";
-
- code += "uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);\n";
- code += "uniform vec4 sky_horizon_color : hint_color = vec4(0.55, 0.69, 0.81, 1.0);\n";
- code += "uniform float sky_curve : hint_range(0, 1) = 0.09;\n";
- code += "uniform float sky_energy = 1.0;\n\n";
- code += "uniform vec4 ground_bottom_color : hint_color = vec4(0.12, 0.12, 0.13, 1.0);\n";
- code += "uniform vec4 ground_horizon_color : hint_color = vec4(0.37, 0.33, 0.31, 1.0);\n";
- code += "uniform float ground_curve : hint_range(0, 1) = 0.02;\n";
- code += "uniform float ground_energy = 1.0;\n\n";
- code += "uniform float sun_angle_max = 1.74;\n";
- code += "uniform float sun_curve : hint_range(0, 1) = 0.05;\n\n";
- code += "void sky() {\n";
- code += "\tfloat v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));\n";
- code += "\tfloat c = (1.0 - v_angle / (PI * 0.5));\n";
- code += "\tvec3 sky = mix(sky_horizon_color.rgb, sky_top_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / sky_curve), 0.0, 1.0));\n";
- code += "\tsky *= sky_energy;\n";
- code += "\tif (LIGHT0_ENABLED) {\n";
- code += "\t\tfloat sun_angle = acos(dot(LIGHT0_DIRECTION, EYEDIR));\n";
- code += "\t\tif (sun_angle < LIGHT0_SIZE) {\n";
- code += "\t\t\tsky = LIGHT0_COLOR * LIGHT0_ENERGY;\n";
- code += "\t\t} else if (sun_angle < sun_angle_max) {\n";
- code += "\t\t\tfloat c2 = (sun_angle - LIGHT0_SIZE) / (sun_angle_max - LIGHT0_SIZE);\n";
- code += "\t\t\tsky = mix(LIGHT0_COLOR * LIGHT0_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n";
- code += "\t\t}\n";
- code += "\t}\n";
- code += "\tif (LIGHT1_ENABLED) {\n";
- code += "\t\tfloat sun_angle = acos(dot(LIGHT1_DIRECTION, EYEDIR));\n";
- code += "\t\tif (sun_angle < LIGHT1_SIZE) {\n";
- code += "\t\t\tsky = LIGHT1_COLOR * LIGHT1_ENERGY;\n";
- code += "\t\t} else if (sun_angle < sun_angle_max) {\n";
- code += "\t\t\tfloat c2 = (sun_angle - LIGHT1_SIZE) / (sun_angle_max - LIGHT1_SIZE);\n";
- code += "\t\t\tsky = mix(LIGHT1_COLOR * LIGHT1_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n";
- code += "\t\t}\n";
- code += "\t}\n";
- code += "\tif (LIGHT2_ENABLED) {\n";
- code += "\t\tfloat sun_angle = acos(dot(LIGHT2_DIRECTION, EYEDIR));\n";
- code += "\t\tif (sun_angle < LIGHT2_SIZE) {\n";
- code += "\t\t\tsky = LIGHT2_COLOR * LIGHT2_ENERGY;\n";
- code += "\t\t} else if (sun_angle < sun_angle_max) {\n";
- code += "\t\t\tfloat c2 = (sun_angle - LIGHT2_SIZE) / (sun_angle_max - LIGHT2_SIZE);\n";
- code += "\t\t\tsky = mix(LIGHT2_COLOR * LIGHT2_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n";
- code += "\t\t}\n";
- code += "\t}\n";
- code += "\tif (LIGHT3_ENABLED) {\n";
- code += "\t\tfloat sun_angle = acos(dot(LIGHT3_DIRECTION, EYEDIR));\n";
- code += "\t\tif (sun_angle < LIGHT3_SIZE) {\n";
- code += "\t\t\tsky = LIGHT3_COLOR * LIGHT3_ENERGY;\n";
- code += "\t\t} else if (sun_angle < sun_angle_max) {\n";
- code += "\t\t\tfloat c2 = (sun_angle - LIGHT3_SIZE) / (sun_angle_max - LIGHT3_SIZE);\n";
- code += "\t\t\tsky = mix(LIGHT3_COLOR * LIGHT3_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n";
- code += "\t\t}\n";
- code += "\t}\n";
- code += "\tc = (v_angle - (PI * 0.5)) / (PI * 0.5);\n";
- code += "\tvec3 ground = mix(ground_horizon_color.rgb, ground_bottom_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / ground_curve), 0.0, 1.0));\n";
- code += "\tground *= ground_energy;\n";
- code += "\tCOLOR = mix(ground, sky, step(0.0, EYEDIR.y));\n";
- code += "}\n";
-
shader = RS::get_singleton()->shader_create();
- RS::get_singleton()->shader_set_code(shader, code);
+ RS::get_singleton()->shader_set_code(shader, R"(
+shader_type sky;
+
+uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);
+uniform vec4 sky_horizon_color : hint_color = vec4(0.55, 0.69, 0.81, 1.0);
+uniform float sky_curve : hint_range(0, 1) = 0.09;
+uniform float sky_energy = 1.0;
+uniform vec4 ground_bottom_color : hint_color = vec4(0.12, 0.12, 0.13, 1.0);
+uniform vec4 ground_horizon_color : hint_color = vec4(0.37, 0.33, 0.31, 1.0);
+uniform float ground_curve : hint_range(0, 1) = 0.02;
+uniform float ground_energy = 1.0;
+uniform float sun_angle_max = 1.74;
+uniform float sun_curve : hint_range(0, 1) = 0.05;
+
+void sky() {
+ float v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));
+ float c = (1.0 - v_angle / (PI * 0.5));
+ vec3 sky = mix(sky_horizon_color.rgb, sky_top_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / sky_curve), 0.0, 1.0));
+ sky *= sky_energy;
+
+ if (LIGHT0_ENABLED) {
+ float sun_angle = acos(dot(LIGHT0_DIRECTION, EYEDIR));
+ if (sun_angle < LIGHT0_SIZE) {
+ sky = LIGHT0_COLOR * LIGHT0_ENERGY;
+ } else if (sun_angle < sun_angle_max) {
+ float c2 = (sun_angle - LIGHT0_SIZE) / (sun_angle_max - LIGHT0_SIZE);
+ sky = mix(LIGHT0_COLOR * LIGHT0_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
+ }
+ }
+
+ if (LIGHT1_ENABLED) {
+ float sun_angle = acos(dot(LIGHT1_DIRECTION, EYEDIR));
+ if (sun_angle < LIGHT1_SIZE) {
+ sky = LIGHT1_COLOR * LIGHT1_ENERGY;
+ } else if (sun_angle < sun_angle_max) {
+ float c2 = (sun_angle - LIGHT1_SIZE) / (sun_angle_max - LIGHT1_SIZE);
+ sky = mix(LIGHT1_COLOR * LIGHT1_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
+ }
+ }
+
+ if (LIGHT2_ENABLED) {
+ float sun_angle = acos(dot(LIGHT2_DIRECTION, EYEDIR));
+ if (sun_angle < LIGHT2_SIZE) {
+ sky = LIGHT2_COLOR * LIGHT2_ENERGY;
+ } else if (sun_angle < sun_angle_max) {
+ float c2 = (sun_angle - LIGHT2_SIZE) / (sun_angle_max - LIGHT2_SIZE);
+ sky = mix(LIGHT2_COLOR * LIGHT2_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
+ }
+ }
+
+ if (LIGHT3_ENABLED) {
+ float sun_angle = acos(dot(LIGHT3_DIRECTION, EYEDIR));
+ if (sun_angle < LIGHT3_SIZE) {
+ sky = LIGHT3_COLOR * LIGHT3_ENERGY;
+ } else if (sun_angle < sun_angle_max) {
+ float c2 = (sun_angle - LIGHT3_SIZE) / (sun_angle_max - LIGHT3_SIZE);
+ sky = mix(LIGHT3_COLOR * LIGHT3_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));
+ }
+ }
+
+ c = (v_angle - (PI * 0.5)) / (PI * 0.5);
+ vec3 ground = mix(ground_horizon_color.rgb, ground_bottom_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / ground_curve), 0.0, 1.0));
+ ground *= ground_energy;
+
+ COLOR = mix(ground, sky, step(0.0, EYEDIR.y));
+}
+)");
RS::get_singleton()->material_set_shader(_get_material(), shader);
@@ -298,16 +305,17 @@ void PanoramaSkyMaterial::_bind_methods() {
}
PanoramaSkyMaterial::PanoramaSkyMaterial() {
- String code = "shader_type sky;\n\n";
+ shader = RS::get_singleton()->shader_create();
- code += "uniform sampler2D source_panorama : filter_linear;\n";
- code += "void sky() {\n";
- code += "\tCOLOR = texture(source_panorama, SKY_COORDS).rgb;\n";
- code += "}";
+ RS::get_singleton()->shader_set_code(shader, R"(
+shader_type sky;
- shader = RS::get_singleton()->shader_create();
+uniform sampler2D source_panorama : filter_linear;
- RS::get_singleton()->shader_set_code(shader, code);
+void sky() {
+ COLOR = texture(source_panorama, SKY_COORDS).rgb;
+}
+)");
RS::get_singleton()->material_set_shader(_get_material(), shader);
}
@@ -484,102 +492,102 @@ void PhysicalSkyMaterial::_bind_methods() {
}
PhysicalSkyMaterial::PhysicalSkyMaterial() {
- String code = "shader_type sky;\n\n";
-
- code += "uniform float rayleigh : hint_range(0, 64) = 2.0;\n";
- code += "uniform vec4 rayleigh_color : hint_color = vec4(0.056, 0.14, 0.3, 1.0);\n";
- code += "uniform float mie : hint_range(0, 1) = 0.005;\n";
- code += "uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;\n";
- code += "uniform vec4 mie_color : hint_color = vec4(0.36, 0.56, 0.82, 1.0);\n\n";
-
- code += "uniform float turbidity : hint_range(0, 1000) = 10.0;\n";
- code += "uniform float sun_disk_scale : hint_range(0, 360) = 1.0;\n";
- code += "uniform vec4 ground_color : hint_color = vec4(1.0);\n";
- code += "uniform float exposure : hint_range(0, 128) = 0.1;\n";
- code += "uniform float dither_strength : hint_range(0, 10) = 1.0;\n\n";
-
- code += "uniform sampler2D night_sky : hint_black;";
-
- code += "const vec3 UP = vec3( 0.0, 1.0, 0.0 );\n\n";
-
- code += "// Sun constants\n";
- code += "const float SUN_ENERGY = 1000.0;\n\n";
-
- code += "// optical length at zenith for molecules\n";
- code += "const float rayleigh_zenith_size = 8.4e3;\n";
- code += "const float mie_zenith_size = 1.25e3;\n\n";
-
- code += "float henyey_greenstein(float cos_theta, float g) {\n";
- code += "\tconst float k = 0.0795774715459;\n";
- code += "\treturn k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));\n";
- code += "}\n\n";
-
- code += "// From: https://www.shadertoy.com/view/4sfGzS credit to iq\n";
- code += "float hash(vec3 p) {\n";
- code += "\tp = fract( p * 0.3183099 + 0.1 );\n";
- code += "\tp *= 17.0;\n";
- code += "\treturn fract(p.x * p.y * p.z * (p.x + p.y + p.z));\n";
- code += "}\n\n";
-
- code += "void sky() {\n";
- code += "\tif (LIGHT0_ENABLED) {\n";
- code += "\t\tfloat zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );\n";
- code += "\t\tfloat sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY;\n";
- code += "\t\tfloat sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0);\n\n";
-
- code += "\t\t// rayleigh coefficients\n";
- code += "\t\tfloat rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) );\n";
- code += "\t\tvec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001;\n";
- code += "\t\t// mie coefficients from Preetham\n";
- code += "\t\tvec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434;\n\n";
-
- code += "\t\t// optical length\n";
- code += "\t\tfloat zenith = acos(max(0.0, dot(UP, EYEDIR)));\n";
- code += "\t\tfloat optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253));\n";
- code += "\t\tfloat rayleigh_scatter = rayleigh_zenith_size * optical_mass;\n";
- code += "\t\tfloat mie_scatter = mie_zenith_size * optical_mass;\n\n";
-
- code += "\t\t// light extinction based on thickness of atmosphere\n";
- code += "\t\tvec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter));\n\n";
-
- code += "\t\t// in scattering\n";
- code += "\t\tfloat cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION));\n\n";
-
- code += "\t\tfloat rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0));\n";
- code += "\t\tvec3 betaRTheta = rayleigh_beta * rayleigh_phase;\n\n";
-
- code += "\t\tfloat mie_phase = henyey_greenstein(cos_theta, mie_eccentricity);\n";
- code += "\t\tvec3 betaMTheta = mie_beta * mie_phase;\n\n";
-
- code += "\t\tvec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5));\n";
- code += "\t\t// Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js\n";
- code += "\t\tLin *= mix(vec3(1.0), pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * extinction, vec3(0.5)), clamp(pow(1.0 - zenith_angle, 5.0), 0.0, 1.0));\n\n";
-
- code += "\t\t// Hack in the ground color\n";
- code += "\t\tLin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR)));\n\n";
-
- code += "\t\t// Solar disk and out-scattering\n";
- code += "\t\tfloat sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale);\n";
- code += "\t\tfloat sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5);\n";
- code += "\t\tfloat sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);\n";
- code += "\t\tvec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;\n";
- code += "\t\tL0 += texture(night_sky, SKY_COORDS).xyz * extinction;\n\n";
-
- code += "\t\tvec3 color = (Lin + L0) * 0.04;\n";
- code += "\t\tCOLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));\n";
- code += "\t\tCOLOR *= exposure;\n";
- code += "\t\t// Make optional, eliminates banding\n";
- code += "\t\tCOLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength;\n";
- code += "\t} else {\n";
- code += "\t\t// There is no sun, so display night_sky and nothing else\n";
- code += "\t\tCOLOR = texture(night_sky, SKY_COORDS).xyz * 0.04;\n";
- code += "\t\tCOLOR *= exposure;\n";
- code += "\t}\n";
- code += "}\n";
-
shader = RS::get_singleton()->shader_create();
- RS::get_singleton()->shader_set_code(shader, code);
+ RS::get_singleton()->shader_set_code(shader, R"(
+shader_type sky;
+
+uniform float rayleigh : hint_range(0, 64) = 2.0;
+uniform vec4 rayleigh_color : hint_color = vec4(0.056, 0.14, 0.3, 1.0);
+uniform float mie : hint_range(0, 1) = 0.005;
+uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;
+uniform vec4 mie_color : hint_color = vec4(0.36, 0.56, 0.82, 1.0);
+
+uniform float turbidity : hint_range(0, 1000) = 10.0;
+uniform float sun_disk_scale : hint_range(0, 360) = 1.0;
+uniform vec4 ground_color : hint_color = vec4(1.0);
+uniform float exposure : hint_range(0, 128) = 0.1;
+uniform float dither_strength : hint_range(0, 10) = 1.0;
+
+uniform sampler2D night_sky : hint_black;
+
+const vec3 UP = vec3( 0.0, 1.0, 0.0 );
+
+// Sun constants
+const float SUN_ENERGY = 1000.0;
+
+// Optical length at zenith for molecules.
+const float rayleigh_zenith_size = 8.4e3;
+const float mie_zenith_size = 1.25e3;
+
+float henyey_greenstein(float cos_theta, float g) {
+ const float k = 0.0795774715459;
+ return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));
+}
+
+// From: https://www.shadertoy.com/view/4sfGzS credit to iq
+float hash(vec3 p) {
+ p = fract( p * 0.3183099 + 0.1 );
+ p *= 17.0;
+ return fract(p.x * p.y * p.z * (p.x + p.y + p.z));
+}
+
+void sky() {
+ if (LIGHT0_ENABLED) {
+ float zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );
+ float sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY;
+ float sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0);
+
+ // Rayleigh coefficients.
+ float rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) );
+ vec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001;
+ // mie coefficients from Preetham
+ vec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434;
+
+ // Optical length.
+ float zenith = acos(max(0.0, dot(UP, EYEDIR)));
+ float optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253));
+ float rayleigh_scatter = rayleigh_zenith_size * optical_mass;
+ float mie_scatter = mie_zenith_size * optical_mass;
+
+ // Light extinction based on thickness of atmosphere.
+ vec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter));
+
+ // In scattering.
+ float cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION));
+
+ float rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0));
+ vec3 betaRTheta = rayleigh_beta * rayleigh_phase;
+
+ float mie_phase = henyey_greenstein(cos_theta, mie_eccentricity);
+ vec3 betaMTheta = mie_beta * mie_phase;
+
+ vec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5));
+ // Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js
+ Lin *= mix(vec3(1.0), pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * extinction, vec3(0.5)), clamp(pow(1.0 - zenith_angle, 5.0), 0.0, 1.0));
+
+ // Hack in the ground color.
+ Lin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR)));
+
+ // Solar disk and out-scattering.
+ float sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale);
+ float sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5);
+ float sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);
+ vec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;
+ L0 += texture(night_sky, SKY_COORDS).xyz * extinction;
+
+ vec3 color = (Lin + L0) * 0.04;
+ COLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));
+ COLOR *= exposure;
+ // Make optional, eliminates banding.
+ COLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength;
+ } else {
+ // There is no sun, so display night_sky and nothing else.
+ COLOR = texture(night_sky, SKY_COORDS).xyz * 0.04;
+ COLOR *= exposure;
+ }
+}
+)");
RS::get_singleton()->material_set_shader(_get_material(), shader);
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index ae09872171..0f6412e6e9 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -352,14 +352,14 @@ String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader::
for (int i = 0; i < get_output_port_count(); i++) {
output_vars.push_back(p_output_vars[i]);
}
- String code = "\t{\n";
+ String code = " {\n";
String _code = (String)get_script_instance()->call("_get_code", input_vars, output_vars, (int)p_mode, (int)p_type);
bool nend = _code.ends_with("\n");
- _code = _code.insert(0, "\t\t");
- _code = _code.replace("\n", "\n\t\t");
+ _code = _code.insert(0, " ");
+ _code = _code.replace("\n", "\n ");
code += _code;
if (!nend) {
- code += "\n\t}";
+ code += "\n }";
} else {
code.remove(code.size() - 1);
code += "}";
@@ -900,7 +900,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
String expr = "";
expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
expr += global_expression->generate_global(get_mode(), Type(i), -1);
- expr = expr.replace("\n", "\n\t");
+ expr = expr.replace("\n", "\n ");
expr += "\n";
global_expressions += expr;
}
@@ -935,13 +935,13 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
ERR_FAIL_COND_V(err != OK, String());
if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
- code += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
+ code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
} else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
- code += "\tCOLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
+ code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
} else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) {
- code += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
+ code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
} else {
- code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
+ code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
}
code += "}\n";
@@ -1302,7 +1302,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
if (vsnode->is_disabled()) {
code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
- code += "\t// Node is disabled and code is not generated.\n";
+ code += " // Node is disabled and code is not generated.\n";
return OK;
}
@@ -1432,19 +1432,19 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
if (defval.get_type() == Variant::FLOAT) {
float val = defval;
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
- node_code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
+ node_code += " float " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
} else if (defval.get_type() == Variant::INT) {
int val = defval;
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
- node_code += "\tint " + inputs[i] + " = " + itos(val) + ";\n";
+ node_code += " int " + inputs[i] + " = " + itos(val) + ";\n";
} else if (defval.get_type() == Variant::BOOL) {
bool val = defval;
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
- node_code += "\tbool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
+ node_code += " bool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
} else if (defval.get_type() == Variant::VECTOR3) {
Vector3 val = defval;
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
- node_code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
+ node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
} else if (defval.get_type() == Variant::TRANSFORM3D) {
Transform3D val = defval;
val.basis.transpose();
@@ -1459,7 +1459,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
values.push_back(val.origin.y);
values.push_back(val.origin.z);
bool err = false;
- node_code += "\tmat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err);
+ node_code += " mat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err);
} else {
//will go empty, node is expected to know what it is doing at this point and handle it
}
@@ -1522,19 +1522,19 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
outputs[i] = "n_out" + itos(node) + "p" + itos(j);
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_SCALAR:
- code += "\tfloat " + outputs[i] + ";\n";
+ code += " float " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_SCALAR_INT:
- code += "\tint " + outputs[i] + ";\n";
+ code += " int " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_VECTOR:
- code += "\tvec3 " + outputs[i] + ";\n";
+ code += " vec3 " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
- code += "\tbool " + outputs[i] + ";\n";
+ code += " bool " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_TRANSFORM:
- code += "\tmat4 " + outputs[i] + ";\n";
+ code += " mat4 " + outputs[i] + ";\n";
break;
default: {
}
@@ -1564,7 +1564,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
new_line_inserted = true;
}
String r = "n_out" + itos(node) + "p" + itos(i + 1);
- code += "\tfloat " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
+ code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
outputs[i + 1] = r;
}
@@ -1574,7 +1574,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
new_line_inserted = true;
}
String g = "n_out" + itos(node) + "p" + itos(i + 2);
- code += "\tfloat " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
+ code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
outputs[i + 2] = g;
}
@@ -1584,7 +1584,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
new_line_inserted = true;
}
String b = "n_out" + itos(node) + "p" + itos(i + 3);
- code += "\tfloat " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
+ code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
outputs[i + 3] = b;
}
@@ -1701,7 +1701,7 @@ void VisualShader::_update_shader() const {
String expr = "";
expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
expr += global_expression->generate_global(get_mode(), Type(i), -1);
- expr = expr.replace("\n", "\n\t");
+ expr = expr.replace("\n", "\n ");
expr += "\n";
global_expressions += expr;
}
@@ -1814,112 +1814,112 @@ void VisualShader::_update_shader() const {
code += "void start() {\n";
if (has_start || has_start_custom) {
- code += "\tuint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
- code += "\tvec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n";
- code += "\tfloat __radians;\n";
- code += "\tvec3 __vec3_buff1;\n";
- code += "\tvec3 __vec3_buff2;\n";
- code += "\tfloat __scalar_buff1;\n";
- code += "\tfloat __scalar_buff2;\n";
- code += "\tvec3 __ndiff = normalize(__diff);\n\n";
+ code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
+ code += " vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n";
+ code += " float __radians;\n";
+ code += " vec3 __vec3_buff1;\n";
+ code += " vec3 __vec3_buff2;\n";
+ code += " float __scalar_buff1;\n";
+ code += " float __scalar_buff2;\n";
+ code += " vec3 __ndiff = normalize(__diff);\n\n";
}
if (has_start) {
- code += "\t{\n";
- code += code_map[TYPE_START].replace("\n\t", "\n\t\t");
- code += "\t}\n";
+ code += " {\n";
+ code += code_map[TYPE_START].replace("\n ", "\n ");
+ code += " }\n";
if (has_start_custom) {
- code += "\t\n";
+ code += " \n";
}
}
if (has_start_custom) {
- code += "\t{\n";
- code += code_map[TYPE_START_CUSTOM].replace("\n\t", "\n\t\t");
- code += "\t}\n";
+ code += " {\n";
+ code += code_map[TYPE_START_CUSTOM].replace("\n ", "\n ");
+ code += " }\n";
}
code += "}\n\n";
code += "void process() {\n";
if (has_process || has_process_custom || has_collide) {
- code += "\tuint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
- code += "\tvec3 __vec3_buff1;\n";
- code += "\tvec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n";
- code += "\tvec3 __ndiff = normalize(__diff);\n\n";
+ code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
+ code += " vec3 __vec3_buff1;\n";
+ code += " vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n";
+ code += " vec3 __ndiff = normalize(__diff);\n\n";
}
- code += "\t{\n";
- String tab = "\t";
+ code += " {\n";
+ String tab = " ";
if (has_collide) {
- code += "\t\tif (COLLIDED) {\n\n";
- code += code_map[TYPE_COLLIDE].replace("\n\t", "\n\t\t\t");
+ code += " if (COLLIDED) {\n\n";
+ code += code_map[TYPE_COLLIDE].replace("\n ", "\n ");
if (has_process) {
- code += "\t\t} else {\n\n";
- tab += "\t";
+ code += " } else {\n\n";
+ tab += " ";
}
}
if (has_process) {
- code += code_map[TYPE_PROCESS].replace("\n\t", "\n\t" + tab);
+ code += code_map[TYPE_PROCESS].replace("\n ", "\n " + tab);
}
if (has_collide) {
- code += "\t\t}\n";
+ code += " }\n";
}
- code += "\t}\n";
+ code += " }\n";
if (has_process_custom) {
- code += "\t{\n\n";
- code += code_map[TYPE_PROCESS_CUSTOM].replace("\n\t", "\n\t\t");
- code += "\t}\n";
+ code += " {\n\n";
+ code += code_map[TYPE_PROCESS_CUSTOM].replace("\n ", "\n ");
+ code += " }\n";
}
code += "}\n\n";
global_compute_code += "float __rand_from_seed(inout uint seed) {\n";
- global_compute_code += "\tint k;\n";
- global_compute_code += "\tint s = int(seed);\n";
- global_compute_code += "\tif (s == 0)\n";
- global_compute_code += "\ts = 305420679;\n";
- global_compute_code += "\tk = s / 127773;\n";
- global_compute_code += "\ts = 16807 * (s - k * 127773) - 2836 * k;\n";
- global_compute_code += "\tif (s < 0)\n";
- global_compute_code += "\t\ts += 2147483647;\n";
- global_compute_code += "\tseed = uint(s);\n";
- global_compute_code += "\treturn float(seed % uint(65536)) / 65535.0;\n";
+ global_compute_code += " int k;\n";
+ global_compute_code += " int s = int(seed);\n";
+ global_compute_code += " if (s == 0)\n";
+ global_compute_code += " s = 305420679;\n";
+ global_compute_code += " k = s / 127773;\n";
+ global_compute_code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
+ global_compute_code += " if (s < 0)\n";
+ global_compute_code += " s += 2147483647;\n";
+ global_compute_code += " seed = uint(s);\n";
+ global_compute_code += " return float(seed % uint(65536)) / 65535.0;\n";
global_compute_code += "}\n\n";
global_compute_code += "float __rand_from_seed_m1_p1(inout uint seed) {\n";
- global_compute_code += "\treturn __rand_from_seed(seed) * 2.0 - 1.0;\n";
+ global_compute_code += " return __rand_from_seed(seed) * 2.0 - 1.0;\n";
global_compute_code += "}\n\n";
global_compute_code += "float __randf_range(inout uint seed, float from, float to) {\n";
- global_compute_code += "\treturn __rand_from_seed(seed) * (to - from) + from;\n";
+ global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
global_compute_code += "}\n\n";
global_compute_code += "vec3 __randv_range(inout uint seed, vec3 from, vec3 to) {\n";
- global_compute_code += "\treturn vec3(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z));\n";
+ global_compute_code += " return vec3(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z));\n";
global_compute_code += "}\n\n";
global_compute_code += "uint __hash(uint x) {\n";
- global_compute_code += "\tx = ((x >> uint(16)) ^ x) * uint(73244475);\n";
- global_compute_code += "\tx = ((x >> uint(16)) ^ x) * uint(73244475);\n";
- global_compute_code += "\tx = (x >> uint(16)) ^ x;\n";
- global_compute_code += "\treturn x;\n";
+ global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
+ global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
+ global_compute_code += " x = (x >> uint(16)) ^ x;\n";
+ global_compute_code += " return x;\n";
global_compute_code += "}\n\n";
global_compute_code += "mat3 __build_rotation_mat3(vec3 axis, float angle) {\n";
- global_compute_code += "\taxis = normalize(axis);\n";
- global_compute_code += "\tfloat s = sin(angle);\n";
- global_compute_code += "\tfloat c = cos(angle);\n";
- global_compute_code += "\tfloat oc = 1.0 - c;\n";
- global_compute_code += "\treturn mat3(vec3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s), vec3(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s), vec3(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c));\n";
+ global_compute_code += " axis = normalize(axis);\n";
+ global_compute_code += " float s = sin(angle);\n";
+ global_compute_code += " float c = cos(angle);\n";
+ global_compute_code += " float oc = 1.0 - c;\n";
+ global_compute_code += " return mat3(vec3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s), vec3(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s), vec3(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c));\n";
global_compute_code += "}\n\n";
global_compute_code += "mat4 __build_rotation_mat4(vec3 axis, float angle) {\n";
- global_compute_code += "\taxis = normalize(axis);\n";
- global_compute_code += "\tfloat s = sin(angle);\n";
- global_compute_code += "\tfloat c = cos(angle);\n";
- global_compute_code += "\tfloat oc = 1.0 - c;\n";
- global_compute_code += "\treturn mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n";
+ global_compute_code += " axis = normalize(axis);\n";
+ global_compute_code += " float s = sin(angle);\n";
+ global_compute_code += " float c = cos(angle);\n";
+ global_compute_code += " float oc = 1.0 - c;\n";
+ global_compute_code += " return mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n";
global_compute_code += "}\n\n";
global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n";
- global_compute_code += "\treturn normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
+ global_compute_code += " return normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
global_compute_code += "}\n\n";
}
@@ -2380,7 +2380,7 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T
while (preview_ports[idx].mode != Shader::MODE_MAX) {
if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
- code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
+ code = " " + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
break;
}
idx++;
@@ -2389,19 +2389,19 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T
if (code == String()) {
switch (get_output_port_type(0)) {
case PORT_TYPE_SCALAR: {
- code = "\t" + p_output_vars[0] + " = 0.0;\n";
+ code = " " + p_output_vars[0] + " = 0.0;\n";
} break;
case PORT_TYPE_SCALAR_INT: {
- code = "\t" + p_output_vars[0] + " = 0;\n";
+ code = " " + p_output_vars[0] + " = 0;\n";
} break;
case PORT_TYPE_VECTOR: {
- code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
+ code = " " + p_output_vars[0] + " = vec3(0.0);\n";
} break;
case PORT_TYPE_TRANSFORM: {
- code = "\t" + p_output_vars[0] + " = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code = " " + p_output_vars[0] + " = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
} break;
case PORT_TYPE_BOOLEAN: {
- code = "\t" + p_output_vars[0] + " = false;\n";
+ code = " " + p_output_vars[0] + " = false;\n";
} break;
default: //default (none found) is scalar
break;
@@ -2417,14 +2417,14 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T
while (ports[idx].mode != Shader::MODE_MAX) {
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
- code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
+ code = " " + p_output_vars[0] + " = " + ports[idx].string + ";\n";
break;
}
idx++;
}
if (code == String()) {
- code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
+ code = " " + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
}
return code;
@@ -2748,20 +2748,20 @@ String VisualShaderNodeUniformRef::generate_code(Shader::Mode p_mode, VisualShad
switch (uniform_type) {
case UniformType::UNIFORM_TYPE_FLOAT:
if (uniform_name == "[None]") {
- return "\t" + p_output_vars[0] + " = 0.0;\n";
+ return " " + p_output_vars[0] + " = 0.0;\n";
}
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
case UniformType::UNIFORM_TYPE_INT:
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
case UniformType::UNIFORM_TYPE_BOOLEAN:
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
case UniformType::UNIFORM_TYPE_VECTOR:
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
case UniformType::UNIFORM_TYPE_TRANSFORM:
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
case UniformType::UNIFORM_TYPE_COLOR: {
- String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
- code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
+ String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
+ code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
return code;
} break;
case UniformType::UNIFORM_TYPE_SAMPLER:
@@ -2957,9 +2957,9 @@ String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::
if (p_input_vars[count] != String()) {
String s = ports[idx].string;
if (s.find(":") != -1) {
- code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
+ code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
} else {
- code += "\t" + s + " = " + p_input_vars[count] + ";\n";
+ code += " " + s + " = " + p_input_vars[count] + ";\n";
}
}
count++;
@@ -3634,11 +3634,11 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad
String _expression = expression;
_expression = _expression.insert(0, "\n");
- _expression = _expression.replace("\n", "\n\t\t");
+ _expression = _expression.replace("\n", "\n ");
static Vector<String> pre_symbols;
if (pre_symbols.is_empty()) {
- pre_symbols.push_back("\t");
+ pre_symbols.push_back(" ");
pre_symbols.push_back(",");
pre_symbols.push_back(";");
pre_symbols.push_back("{");
@@ -3658,7 +3658,7 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad
static Vector<String> post_symbols;
if (post_symbols.is_empty()) {
- post_symbols.push_back("\t");
+ post_symbols.push_back(" ");
post_symbols.push_back("\n");
post_symbols.push_back(",");
post_symbols.push_back(";");
@@ -3717,14 +3717,14 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad
default:
continue;
}
- output_initializer += "\t" + p_output_vars[i] + " = " + tk + ";\n";
+ output_initializer += " " + p_output_vars[i] + " = " + tk + ";\n";
}
String code;
code += output_initializer;
- code += "\t{";
+ code += " {";
code += _expression;
- code += "\n\t}\n";
+ code += "\n }\n";
return code;
}
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index c090ce78ee..6fd6fd8f3b 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -66,7 +66,7 @@ String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
}
String VisualShaderNodeFloatConstant::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 {
- return "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
+ return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
}
void VisualShaderNodeFloatConstant::set_constant(float p_value) {
@@ -125,7 +125,7 @@ String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
}
String VisualShaderNodeIntConstant::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 {
- return "\t" + p_output_vars[0] + " = " + itos(constant) + ";\n";
+ return " " + p_output_vars[0] + " = " + itos(constant) + ";\n";
}
void VisualShaderNodeIntConstant::set_constant(int p_value) {
@@ -184,7 +184,7 @@ String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
}
String VisualShaderNodeBooleanConstant::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 {
- return "\t" + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
+ return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
}
void VisualShaderNodeBooleanConstant::set_constant(bool p_value) {
@@ -251,8 +251,8 @@ 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 += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
- code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
+ 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;
}
@@ -313,7 +313,7 @@ String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVec3Constant::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 {
- return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
+ return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
}
void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) {
@@ -375,7 +375,7 @@ String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, Vis
Transform3D t = constant;
t.basis.transpose();
- String code = "\t" + p_output_vars[0] + " = mat4(";
+ String code = " " + p_output_vars[0] + " = mat4(";
code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
@@ -523,20 +523,20 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\tvec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
+ code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
} else {
- code += "\tvec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
+ code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
- code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
+ code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
+ code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
return code;
}
@@ -544,98 +544,98 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
String id = p_input_vars[2];
String code;
- code += "\t{\n";
+ code += " {\n";
if (id == String()) {
- code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
+ code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
} else {
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
+ code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
} else {
- code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
+ code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
- code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
+ code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
+ code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
}
- code += "\t}\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 = "\t{\n";
+ String code = " {\n";
if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n";
+ code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n";
+ code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
- code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
- code += "\t}\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 = "\t{\n";
+ String code = " {\n";
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n";
+ code += " vec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " vec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n";
+ code += " vec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
- code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
- code += "\t}\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 = "\t{\n";
+ String code = " {\n";
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
+ code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
+ code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
- code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
- code += "\t}\n";
+ code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
+ code += " " + p_output_vars[1] + " = _tex_read.a;\n";
+ code += " }\n";
return code;
}
@@ -643,44 +643,44 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
{
if (source == SOURCE_DEPTH) {
String code;
- code += "\t" + p_output_vars[0] + " = 0.0;\n";
- code += "\t" + p_output_vars[1] + " = 1.0;\n";
+ code += " " + p_output_vars[0] + " = 0.0;\n";
+ code += " " + p_output_vars[1] + " = 1.0;\n";
return code;
}
}
if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
- String code = "\t{\n";
+ String code = " {\n";
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
+ code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
} else {
- code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
+ code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
+ code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
} else {
- code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
+ code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
}
- code += "\t\t" + p_output_vars[0] + " = _depth;\n";
- code += "\t\t" + p_output_vars[1] + " = 1.0;\n";
- code += "\t}\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 += "\t" + p_output_vars[0] + " = 0.0;\n";
- code += "\t" + p_output_vars[1] + " = 1.0;\n";
+ code += " " + p_output_vars[0] + " = 0.0;\n";
+ code += " " + p_output_vars[1] + " = 1.0;\n";
return code;
}
//none
String code;
- code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
- code += "\t" + p_output_vars[1] + " = 1.0;\n";
+ code += " " + p_output_vars[0] + " = vec3(0.0);\n";
+ code += " " + p_output_vars[1] + " = 1.0;\n";
return code;
}
@@ -856,11 +856,11 @@ String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, Visual
String VisualShaderNodeCurveTexture::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 (p_input_vars[0] == String()) {
- return "\t" + p_output_vars[0] + " = 0.0;\n";
+ return " " + p_output_vars[0] + " = 0.0;\n";
}
String id = make_unique_id(p_type, p_id, "curve");
String code;
- code += "\t" + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
+ code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
return code;
}
@@ -940,11 +940,11 @@ String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, Vis
String VisualShaderNodeCurveXYZTexture::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 (p_input_vars[0] == String()) {
- return "\t" + p_output_vars[0] + " = vec3(0.0);\n";
+ return " " + p_output_vars[0] + " = vec3(0.0);\n";
}
String id = make_unique_id(p_type, p_id, "curve3d");
String code;
- code += "\t" + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
+ code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
return code;
}
@@ -1040,7 +1040,7 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader
String code;
if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
String id;
- code += "\t{\n";
+ code += " {\n";
if (source == SOURCE_TEXTURE) {
id = make_unique_id(p_type, p_id, "tex3d");
} else {
@@ -1049,27 +1049,27 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader
if (id != String()) {
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
+ code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
} else {
- code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
+ code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
- code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
} else {
- code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
+ code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
}
- code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
- code += "\t}\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 += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
- code += "\t" + p_output_vars[1] + " = 1.0;\n";
+ code += " " + p_output_vars[0] + " = vec3(0.0);\n";
+ code += " " + p_output_vars[1] + " = 1.0;\n";
return code;
}
@@ -1325,33 +1325,33 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader:
return String();
}
- code += "\t{\n";
+ code += " {\n";
if (id == String()) {
- code += "\t\tvec4 " + id + "_read = vec4(0.0);\n";
- code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
- code += "\t}\n";
+ 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";
return code;
}
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
+ code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
} else {
- code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n";
+ code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
+ code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
- code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
- code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
- code += "\t}\n";
+ code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
+ code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
+ code += " }\n";
return code;
}
@@ -1465,7 +1465,7 @@ String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
}
String VisualShaderNodeFloatOp::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 = "\t" + p_output_vars[0] + " = ";
+ String code = " " + p_output_vars[0] + " = ";
switch (op) {
case OP_ADD:
code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
@@ -1571,7 +1571,7 @@ String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
}
String VisualShaderNodeIntOp::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 = "\t" + p_output_vars[0] + " = ";
+ String code = " " + p_output_vars[0] + " = ";
switch (op) {
case OP_ADD:
code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
@@ -1665,7 +1665,7 @@ String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorOp::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 = "\t" + p_output_vars[0] + " = ";
+ String code = " " + p_output_vars[0] + " = ";
switch (op) {
case OP_ADD:
code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
@@ -1783,64 +1783,64 @@ String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader:
static const char *axisn[3] = { "x", "y", "z" };
switch (op) {
case OP_SCREEN: {
- code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
} break;
case OP_DIFFERENCE: {
- code += "\t" + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
} break;
case OP_DARKEN: {
- code += "\t" + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
} break;
case OP_LIGHTEN: {
- code += "\t" + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
} break;
case OP_OVERLAY: {
for (int i = 0; i < 3; i++) {
- code += "\t{\n";
- code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
- code += "\t\tif (base < 0.5) {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
- code += "\t\t} else {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
- code += "\t\t}\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
+ code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
+ code += " if (base < 0.5) {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
+ code += " } else {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
+ code += " }\n";
+ code += " }\n";
}
} break;
case OP_DODGE: {
- code += "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
} break;
case OP_BURN: {
- code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
} break;
case OP_SOFT_LIGHT: {
for (int i = 0; i < 3; i++) {
- code += "\t{\n";
- code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
- code += "\t\tif (base < 0.5) {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
- code += "\t\t} else {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
- code += "\t\t}\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
+ code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
+ code += " if (base < 0.5) {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
+ code += " } else {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
+ code += " }\n";
+ code += " }\n";
}
} break;
case OP_HARD_LIGHT: {
for (int i = 0; i < 3; i++) {
- code += "\t{\n";
- code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
- code += "\t\tif (base < 0.5) {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
- code += "\t\t} else {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
- code += "\t\t}\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
+ code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
+ code += " if (base < 0.5) {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
+ code += " } else {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
+ code += " }\n";
+ code += " }\n";
}
} break;
@@ -1947,13 +1947,13 @@ String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
String VisualShaderNodeTransformMult::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 (op == OP_AxB) {
- return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
+ return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
} else if (op == OP_BxA) {
- return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
+ return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
} else if (op == OP_AxB_COMP) {
- return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
} else {
- return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
+ return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
}
}
@@ -2021,13 +2021,13 @@ String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const
String VisualShaderNodeTransformVecMult::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 (op == OP_AxB) {
- return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
+ return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
} else if (op == OP_BxA) {
- return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
+ return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
} else if (op == OP_3x3_AxB) {
- return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
+ return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
} else {
- return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
+ return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
}
}
@@ -2129,7 +2129,7 @@ String VisualShaderNodeFloatFunc::generate_code(Shader::Mode p_mode, VisualShade
"1.0 - $"
};
- return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
+ return " " + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
}
void VisualShaderNodeFloatFunc::set_function(Function p_func) {
@@ -2228,7 +2228,7 @@ String VisualShaderNodeIntFunc::generate_code(Shader::Mode p_mode, VisualShader:
"sign($)"
};
- return "\t" + p_output_vars[0] + " = " + String(int_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
+ return " " + p_output_vars[0] + " = " + String(int_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
}
void VisualShaderNodeIntFunc::set_function(Function p_func) {
@@ -2333,25 +2333,25 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
String code;
if (func == FUNC_RGB2HSV) {
- code += "\t{\n";
- code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
- code += "\t\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
- code += "\t\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
- code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
- code += "\t\tfloat d = q.x - min(q.w, q.y);\n";
- code += "\t\tfloat e = 1.0e-10;\n";
- code += "\t\t" + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " vec3 c = " + p_input_vars[0] + ";\n";
+ code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
+ code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
+ code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
+ code += " float d = q.x - min(q.w, q.y);\n";
+ code += " float e = 1.0e-10;\n";
+ code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
+ code += " }\n";
} else if (func == FUNC_HSV2RGB) {
- code += "\t{\n";
- code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
- code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
- code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
- code += "\t\t" + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " vec3 c = " + p_input_vars[0] + ";\n";
+ code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
+ code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
+ code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
+ code += " }\n";
} else {
- code += "\t" + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
}
return code;
@@ -2461,22 +2461,22 @@ String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShade
switch (func) {
case FUNC_GRAYSCALE:
- code += "\t{\n";
- code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
- code += "\t\tfloat max1 = max(c.r, c.g);\n";
- code += "\t\tfloat max2 = max(max1, c.b);\n";
- code += "\t\tfloat max3 = max(max1, max2);\n";
- code += "\t\t" + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " vec3 c = " + p_input_vars[0] + ";\n";
+ code += " float max1 = max(c.r, c.g);\n";
+ code += " float max2 = max(max1, c.b);\n";
+ code += " float max3 = max(max1, max2);\n";
+ code += " " + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
+ code += " }\n";
break;
case FUNC_SEPIA:
- code += "\t{\n";
- code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
- code += "\t\tfloat r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
- code += "\t\tfloat g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
- code += "\t\tfloat b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
- code += "\t\t" + p_output_vars[0] + " = vec3(r, g, b);\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " vec3 c = " + p_input_vars[0] + ";\n";
+ code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
+ code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
+ code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
+ code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
+ code += " }\n";
break;
}
@@ -2550,7 +2550,7 @@ String VisualShaderNodeTransformFunc::generate_code(Shader::Mode p_mode, VisualS
};
String code;
- code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
@@ -2668,10 +2668,10 @@ String VisualShaderNodeUVFunc::generate_code(Shader::Mode p_mode, VisualShader::
switch (func) {
case FUNC_PANNING: {
- code += vformat("\t%s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv);
+ code += vformat(" %s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv);
} break;
case FUNC_SCALING: {
- code += vformat("\t%s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
+ code += vformat(" %s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
} break;
case FUNC_MAX:
break;
@@ -2751,7 +2751,7 @@ String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
}
String VisualShaderNodeDotProduct::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 {
- return "\t" + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
@@ -2790,7 +2790,7 @@ String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorLen::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 {
- return "\t" + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
+ return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
}
VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
@@ -2828,7 +2828,7 @@ String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
}
String VisualShaderNodeDeterminant::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 {
- return "\t" + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
+ return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
}
VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
@@ -2873,7 +2873,7 @@ String VisualShaderNodeScalarDerivativeFunc::generate_code(Shader::Mode p_mode,
};
String code;
- code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
@@ -2945,7 +2945,7 @@ String VisualShaderNodeVectorDerivativeFunc::generate_code(Shader::Mode p_mode,
};
String code;
- code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
@@ -3033,7 +3033,7 @@ String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
}
String VisualShaderNodeClamp::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 {
- return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
@@ -3132,7 +3132,7 @@ String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
}
String VisualShaderNodeFaceForward::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 {
- return "\t" + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
@@ -3179,7 +3179,7 @@ String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
}
String VisualShaderNodeOuterProduct::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 {
- return "\t" + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
+ return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
}
VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
@@ -3283,7 +3283,7 @@ VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
}
String VisualShaderNodeStep::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 {
- return "\t" + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
@@ -3410,7 +3410,7 @@ VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() con
}
String VisualShaderNodeSmoothStep::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 {
- return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
@@ -3473,7 +3473,7 @@ String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorDistance::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 {
- return "\t" + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
@@ -3523,7 +3523,7 @@ String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorRefract::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 {
- return "\t" + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
@@ -3626,7 +3626,7 @@ VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
}
String VisualShaderNodeMix::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 {
- return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
@@ -3690,7 +3690,7 @@ String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorCompose::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 {
- return "\t" + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ return " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
@@ -3738,7 +3738,7 @@ String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const
}
String VisualShaderNodeTransformCompose::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 {
- return "\t" + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
+ return " " + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
}
VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
@@ -3785,9 +3785,9 @@ String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
String VisualShaderNodeVectorDecompose::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 += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
- code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
- code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
+ code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
+ code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
return code;
}
@@ -3835,10 +3835,10 @@ String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) cons
String VisualShaderNodeTransformDecompose::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 += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
- code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
- code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
- code += "\t" + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
+ code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
+ code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
+ code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
return code;
}
@@ -3893,7 +3893,7 @@ String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, Visual
}
String VisualShaderNodeFloatUniform::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 {
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
@@ -4064,7 +4064,7 @@ String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualSh
}
String VisualShaderNodeIntUniform::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 {
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
bool VisualShaderNodeIntUniform::is_show_prop_names() const {
@@ -4250,7 +4250,7 @@ String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, Visu
}
String VisualShaderNodeBooleanUniform::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 {
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
@@ -4350,8 +4350,8 @@ String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, Visual
}
String VisualShaderNodeColorUniform::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 = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
- code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
+ String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
+ code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
return code;
}
@@ -4448,7 +4448,7 @@ String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualS
}
String VisualShaderNodeVec3Uniform::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 {
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
void VisualShaderNodeVec3Uniform::_bind_methods() {
@@ -4552,7 +4552,7 @@ String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, Vi
}
String VisualShaderNodeTransformUniform::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 {
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
void VisualShaderNodeTransformUniform::_bind_methods() {
@@ -4684,23 +4684,23 @@ String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, Visual
}
String id = get_uniform_name();
- String code = "\t{\n";
+ String code = " {\n";
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n";
+ code += " vec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n";
} else {
- code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " vec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
+ code += " vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
- code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
- code += "\t}\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;
}
@@ -4805,20 +4805,20 @@ String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader:
String code;
code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
- code += "\tvec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
- code += "\t\tvec4 samp = vec4(0.0);\n";
- code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
- code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
- code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
- code += "\t\treturn samp;\n";
- code += "\t}\n";
+ code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
+ code += " vec4 samp = vec4(0.0);\n";
+ code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
+ code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
+ code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
+ code += " return samp;\n";
+ code += " }\n";
code += "\n";
- code += "\tuniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
- code += "\tuniform vec3 triplanar_offset;\n";
- code += "\tuniform float triplanar_sharpness = 0.5;\n";
+ code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
+ code += " uniform vec3 triplanar_offset;\n";
+ code += " uniform float triplanar_sharpness = 0.5;\n";
code += "\n";
- code += "\tvarying vec3 triplanar_power_normal;\n";
- code += "\tvarying vec3 triplanar_pos;\n";
+ code += " varying vec3 triplanar_power_normal;\n";
+ code += " varying vec3 triplanar_pos;\n";
return code;
}
@@ -4827,11 +4827,11 @@ String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader:
String code;
if (p_type == VisualShader::TYPE_VERTEX) {
- code += "\t// TRIPLANAR FUNCTION VERTEX CODE\n";
- code += "\t\ttriplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
- code += "\t\ttriplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
- code += "\t\ttriplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
- code += "\t\ttriplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
+ code += " // TRIPLANAR FUNCTION VERTEX CODE\n";
+ code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
+ code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
+ code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
+ code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
}
return code;
@@ -4839,21 +4839,21 @@ 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 = "\t{\n";
+ String code = " {\n";
if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
- code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
+ code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
} else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
- code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
+ code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
} else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
- code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
+ code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
} else {
- code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
- code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
- code += "\t}\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;
}
@@ -5130,18 +5130,18 @@ String VisualShaderNodeIf::get_output_port_name(int p_port) const {
String VisualShaderNodeIf::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 += "\tif(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
- code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
- code += "\t}\n";
- code += "\telse if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
- code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
- code += "\t}\n";
- code += "\telse\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
- code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
- code += "\t}\n";
+ code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
+ code += " {\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
+ code += " }\n";
+ code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
+ code += " {\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
+ code += " }\n";
+ code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
+ code += " {\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
+ code += " }\n";
return code;
}
@@ -5282,14 +5282,14 @@ void VisualShaderNodeSwitch::_bind_methods() { // static
String VisualShaderNodeSwitch::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 += "\tif(" + p_input_vars[0] + ")\n";
- code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
- code += "\t}\n";
- code += "\telse\n";
- code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
- code += "\t}\n";
+ code += " if(" + p_input_vars[0] + ")\n";
+ code += " {\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
+ code += " }\n";
+ code += " else\n";
+ code += " {\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
+ code += " }\n";
return code;
}
@@ -5374,12 +5374,12 @@ String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader:
}
if (is_input_port_connected(2)) {
- return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
+ return " " + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
} else {
if (get_input_port_default_value(2)) {
- return "\t" + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
+ return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
} else {
- return "\t" + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
+ return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
}
}
}
@@ -5435,7 +5435,7 @@ String VisualShaderNodeIs::generate_code(Shader::Mode p_mode, VisualShader::Type
};
String code;
- code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
@@ -5562,37 +5562,37 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader:
switch (ctype) {
case CTYPE_SCALAR:
if (func == FUNC_EQUAL) {
- code += "\t" + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
+ code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
} else if (func == FUNC_NOT_EQUAL) {
- code += "\t" + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
+ code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
} else {
- code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
}
break;
case CTYPE_SCALAR_INT:
- code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
break;
case CTYPE_VECTOR:
- code += "\t{\n";
- code += "\t\tbvec3 _bv = " + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
- code += "\t\t" + p_output_vars[0] + " = " + String(conds[condition]).replace("$", "_bv") + ";\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " bvec3 _bv = " + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(conds[condition]).replace("$", "_bv") + ";\n";
+ code += " }\n";
break;
case CTYPE_BOOLEAN:
if (func > FUNC_NOT_EQUAL) {
- return "\t" + p_output_vars[0] + " = false;\n";
+ return " " + p_output_vars[0] + " = false;\n";
}
- code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
break;
case CTYPE_TRANSFORM:
if (func > FUNC_NOT_EQUAL) {
- return "\t" + p_output_vars[0] + " = false;\n";
+ return " " + p_output_vars[0] + " = false;\n";
}
- code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
break;
default:
@@ -5748,7 +5748,7 @@ String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
}
String VisualShaderNodeMultiplyAdd::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 {
- return "\t" + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
@@ -5836,34 +5836,34 @@ String VisualShaderNodeBillboard::generate_code(Shader::Mode p_mode, VisualShade
switch (billboard_type) {
case BILLBOARD_TYPE_ENABLED:
- code += "\t{\n";
- code += "\t\tmat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], CAMERA_MATRIX[1], CAMERA_MATRIX[2], WORLD_MATRIX[3]);\n";
+ code += " {\n";
+ code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], CAMERA_MATRIX[1], CAMERA_MATRIX[2], WORLD_MATRIX[3]);\n";
if (keep_scale) {
- code += "\t\t__mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
}
- code += "\t\t" + p_output_vars[0] + " = __mvm;\n";
- code += "\t}\n";
+ code += " " + p_output_vars[0] + " = __mvm;\n";
+ code += " }\n";
break;
case BILLBOARD_TYPE_FIXED_Y:
- code += "\t{\n";
- code += "\t\tmat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], WORLD_MATRIX[1], vec4(normalize(cross(CAMERA_MATRIX[0].xyz, WORLD_MATRIX[1].xyz)), 0.0), WORLD_MATRIX[3]);\n";
+ code += " {\n";
+ code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], WORLD_MATRIX[1], vec4(normalize(cross(CAMERA_MATRIX[0].xyz, WORLD_MATRIX[1].xyz)), 0.0), WORLD_MATRIX[3]);\n";
if (keep_scale) {
- code += "\t\t__mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
} else {
- code += "\t\t__mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
}
- code += "\t\t" + p_output_vars[0] + " = __mvm;\n";
- code += "\t}\n";
+ code += " " + p_output_vars[0] + " = __mvm;\n";
+ code += " }\n";
break;
case BILLBOARD_TYPE_PARTICLES:
- code += "\t{\n";
- code += "\t\tmat4 __wm = mat4(normalize(CAMERA_MATRIX[0]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[1]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[2]) * length(WORLD_MATRIX[2]), WORLD_MATRIX[3]);\n";
- code += "\t\t__wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
- code += "\t\t" + p_output_vars[0] + " = INV_CAMERA_MATRIX * __wm;\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " mat4 __wm = mat4(normalize(CAMERA_MATRIX[0]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[1]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[2]) * length(WORLD_MATRIX[2]), WORLD_MATRIX[3]);\n";
+ code += " __wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " " + p_output_vars[0] + " = INV_CAMERA_MATRIX * __wm;\n";
+ code += " }\n";
break;
default:
- code += "\t" + p_output_vars[0] + " = mat4(1.0);\n";
+ code += " " + p_output_vars[0] + " = mat4(1.0);\n";
break;
}
diff --git a/scene/resources/visual_shader_particle_nodes.cpp b/scene/resources/visual_shader_particle_nodes.cpp
index 29d583a82a..2250cf8d95 100644
--- a/scene/resources/visual_shader_particle_nodes.cpp
+++ b/scene/resources/visual_shader_particle_nodes.cpp
@@ -76,14 +76,14 @@ String VisualShaderNodeParticleSphereEmitter::get_input_port_name(int p_port) co
String VisualShaderNodeParticleSphereEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code;
code += "vec3 __get_random_point_in_sphere(inout uint seed, float radius, float inner_radius) {\n";
- code += "\treturn __get_random_unit_vec3(seed) * __randf_range(seed, inner_radius, radius);\n";
+ code += " return __get_random_unit_vec3(seed) * __randf_range(seed, inner_radius, radius);\n";
code += "}\n\n";
return code;
}
String VisualShaderNodeParticleSphereEmitter::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 += "\t" + p_output_vars[0] + " = __get_random_point_in_sphere(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
+ code += " " + p_output_vars[0] + " = __get_random_point_in_sphere(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
return code;
}
@@ -119,15 +119,15 @@ String VisualShaderNodeParticleBoxEmitter::get_input_port_name(int p_port) const
String VisualShaderNodeParticleBoxEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code;
code += "vec3 __get_random_point_in_box(inout uint seed, vec3 extents) {\n";
- code += "\tvec3 half_extents = extents / 2.0;\n";
- code += "\treturn vec3(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y), __randf_range(seed, -half_extents.z, half_extents.z));\n";
+ code += " vec3 half_extents = extents / 2.0;\n";
+ code += " return vec3(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y), __randf_range(seed, -half_extents.z, half_extents.z));\n";
code += "}\n\n";
return code;
}
String VisualShaderNodeParticleBoxEmitter::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 += "\t" + p_output_vars[0] + " = __get_random_point_in_box(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n";
+ code += " " + p_output_vars[0] + " = __get_random_point_in_box(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n";
return code;
}
@@ -163,16 +163,16 @@ String VisualShaderNodeParticleRingEmitter::get_input_port_name(int p_port) cons
String VisualShaderNodeParticleRingEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code;
code += "vec3 __get_random_point_on_ring(inout uint seed, float radius, float inner_radius, float height) {\n";
- code += "\tfloat angle = __rand_from_seed(seed) * PI * 2.0;\n";
- code += "\tvec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n";
- code += "\treturn vec3(ring.x, __randf_range(seed, min(0.0, height), max(0.0, height)), ring.y);\n";
+ code += " float angle = __rand_from_seed(seed) * PI * 2.0;\n";
+ code += " vec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n";
+ code += " return vec3(ring.x, __randf_range(seed, min(0.0, height), max(0.0, height)), ring.y);\n";
code += "}\n\n";
return code;
}
String VisualShaderNodeParticleRingEmitter::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 = "\t" + p_output_vars[0] + " = __get_random_point_on_ring(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ");\n";
+ code = " " + p_output_vars[0] + " = __get_random_point_on_ring(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ");\n";
return code;
}
@@ -242,9 +242,9 @@ String VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_name(int p_p
String VisualShaderNodeParticleMultiplyByAxisAngle::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;
if (degrees_mode) {
- code += "\t" + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", radians(" + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ")) * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n";
+ code += " " + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", radians(" + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ")) * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n";
} else {
- code += "\t" + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ") * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n";
+ code += " " + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ") * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n";
}
return code;
}
@@ -315,16 +315,16 @@ String VisualShaderNodeParticleConeVelocity::get_output_port_name(int p_port) co
String VisualShaderNodeParticleConeVelocity::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 += "\t__radians = radians(" + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
- code += "\t__scalar_buff1 = __rand_from_seed_m1_p1(__seed) * __radians;\n";
- code += "\t__scalar_buff2 = __rand_from_seed_m1_p1(__seed) * __radians;\n";
- code += "\t__vec3_buff1 = " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + ";\n";
- code += "\t__scalar_buff1 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.x, __vec3_buff1.z) : sign(__vec3_buff1.x) * (PI / 2.0);\n";
- code += "\t__scalar_buff2 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.z)) : (__vec3_buff1.x != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.x)) : sign(__vec3_buff1.y) * (PI / 2.0));\n";
- code += "\t__vec3_buff1 = vec3(sin(__scalar_buff1), 0.0, cos(__scalar_buff1));\n";
- code += "\t__vec3_buff2 = vec3(0.0, sin(__scalar_buff2), cos(__scalar_buff2));\n";
- code += "\t__vec3_buff2.z = __vec3_buff2.z / max(0.0001, sqrt(abs(__vec3_buff2.z)));\n";
- code += "\t" + p_output_vars[0] + " = normalize(vec3(__vec3_buff1.x * __vec3_buff2.z, __vec3_buff2.y, __vec3_buff1.z * __vec3_buff2.z));\n";
+ code += " __radians = radians(" + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
+ code += " __scalar_buff1 = __rand_from_seed_m1_p1(__seed) * __radians;\n";
+ code += " __scalar_buff2 = __rand_from_seed_m1_p1(__seed) * __radians;\n";
+ code += " __vec3_buff1 = " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + ";\n";
+ code += " __scalar_buff1 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.x, __vec3_buff1.z) : sign(__vec3_buff1.x) * (PI / 2.0);\n";
+ code += " __scalar_buff2 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.z)) : (__vec3_buff1.x != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.x)) : sign(__vec3_buff1.y) * (PI / 2.0));\n";
+ code += " __vec3_buff1 = vec3(sin(__scalar_buff1), 0.0, cos(__scalar_buff1));\n";
+ code += " __vec3_buff2 = vec3(0.0, sin(__scalar_buff2), cos(__scalar_buff2));\n";
+ code += " __vec3_buff2.z = __vec3_buff2.z / max(0.0001, sqrt(abs(__vec3_buff2.z)));\n";
+ code += " " + p_output_vars[0] + " = normalize(vec3(__vec3_buff1.x * __vec3_buff2.z, __vec3_buff2.y, __vec3_buff1.z * __vec3_buff2.z));\n";
return code;
}
@@ -394,9 +394,9 @@ String VisualShaderNodeParticleRandomness::get_input_port_name(int p_port) const
String VisualShaderNodeParticleRandomness::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;
if (op_type == OP_TYPE_SCALAR) {
- code += vformat("\t%s = __randf_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
+ code += vformat(" %s = __randf_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
} else if (op_type == OP_TYPE_VECTOR) {
- code += vformat("\t%s = __randv_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
+ code += vformat(" %s = __randv_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
}
return code;
}
@@ -491,14 +491,14 @@ String VisualShaderNodeParticleAccelerator::generate_code(Shader::Mode p_mode, V
String code;
switch (mode) {
case MODE_LINEAR:
- code += "\t" + p_output_vars[0] + " = length(VELOCITY) > 0.0 ? " + "normalize(VELOCITY) * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n";
+ code += " " + p_output_vars[0] + " = length(VELOCITY) > 0.0 ? " + "normalize(VELOCITY) * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n";
break;
case MODE_RADIAL:
- code += "\t" + p_output_vars[0] + " = length(__diff) > 0.0 ? __ndiff * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n";
+ code += " " + p_output_vars[0] + " = length(__diff) > 0.0 ? __ndiff * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n";
break;
case MODE_TANGENTIAL:
- code += "\t__vec3_buff1 = cross(__ndiff, normalize(" + (p_input_vars[2].is_empty() ? "vec3" + (String)get_input_port_default_value(2) : p_input_vars[2]) + "));\n";
- code += "\t" + p_output_vars[0] + " = length(__vec3_buff1) > 0.0 ? normalize(__vec3_buff1) * (" + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ")) : vec3(0.0);\n";
+ code += " __vec3_buff1 = cross(__ndiff, normalize(" + (p_input_vars[2].is_empty() ? "vec3" + (String)get_input_port_default_value(2) : p_input_vars[2]) + "));\n";
+ code += " " + p_output_vars[0] + " = length(__vec3_buff1) > 0.0 ? normalize(__vec3_buff1) * (" + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ")) : vec3(0.0);\n";
break;
case MODE_MAX:
break;
@@ -693,7 +693,7 @@ bool VisualShaderNodeParticleOutput::is_port_separator(int p_index) const {
String VisualShaderNodeParticleOutput::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;
- String tab = "\t";
+ String tab = " ";
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
if (!p_input_vars[0].is_empty()) { // custom.rgb
@@ -718,7 +718,7 @@ String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, Visual
if (!p_input_vars[0].is_empty()) { // active (begin)
code += tab + "ACTIVE = " + p_input_vars[0] + ";\n";
code += tab + "if(ACTIVE) {\n";
- tab += "\t";
+ tab += " ";
}
if (!p_input_vars[1].is_empty()) { // velocity
code += tab + "VELOCITY = " + p_input_vars[1] + ";\n";
@@ -734,14 +734,14 @@ String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, Visual
if (shader_type == VisualShader::TYPE_START) {
code += tab + "if (RESTART_POSITION) {\n";
if (!p_input_vars[4].is_empty()) {
- code += tab + "\tTRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(" + p_input_vars[4] + ", 1.0));\n";
+ code += tab + " TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(" + p_input_vars[4] + ", 1.0));\n";
} else {
- code += tab + "\tTRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += tab + " TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
}
- code += tab + "\tif (RESTART_VELOCITY) {\n";
- code += tab + "\t\tVELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n";
- code += tab + "\t}\n";
- code += tab + "\tTRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
+ code += tab + " if (RESTART_VELOCITY) {\n";
+ code += tab + " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n";
+ code += tab + " }\n";
+ code += tab + " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
code += tab + "}\n";
} else if (shader_type == VisualShader::TYPE_COLLIDE) { // position
if (!p_input_vars[4].is_empty()) {
@@ -779,7 +779,7 @@ String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, Visual
}
}
if (!p_input_vars[0].is_empty()) { // active (end)
- code += "\t}\n";
+ code += " }\n";
}
}
return code;
@@ -926,12 +926,12 @@ String VisualShaderNodeParticleEmit::generate_code(Shader::Mode p_mode, VisualSh
if (!is_input_port_connected(0)) {
default_condition = true;
if (get_input_port_default_value(0)) {
- tab = "\t";
+ tab = " ";
} else {
return code;
}
} else {
- tab = "\t\t";
+ tab = " ";
}
String transform;
@@ -1008,13 +1008,13 @@ String VisualShaderNodeParticleEmit::generate_code(Shader::Mode p_mode, VisualSh
}
if (!default_condition) {
- code += "\tif (" + p_input_vars[0] + ") {\n";
+ code += " if (" + p_input_vars[0] + ") {\n";
}
code += tab + "emit_subparticle(" + transform + ", " + velocity + ", vec4(" + color + ", " + alpha + "), vec4(" + custom + ", " + custom_alpha + "), " + flags + ");\n";
if (!default_condition) {
- code += "\t}\n";
+ code += " }\n";
}
return code;
diff --git a/scene/resources/visual_shader_sdf_nodes.cpp b/scene/resources/visual_shader_sdf_nodes.cpp
index d25e32b070..14c655b129 100644
--- a/scene/resources/visual_shader_sdf_nodes.cpp
+++ b/scene/resources/visual_shader_sdf_nodes.cpp
@@ -61,7 +61,7 @@ String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
}
String VisualShaderNodeSDFToScreenUV::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 {
- return "\t" + p_output_vars[0] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+ return " " + p_output_vars[0] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
}
VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() {
@@ -105,7 +105,7 @@ String VisualShaderNodeScreenUVToSDF::get_input_port_default_hint(int p_port) co
}
String VisualShaderNodeScreenUVToSDF::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 {
- return "\t" + p_output_vars[0] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0] == String() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+ return " " + p_output_vars[0] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0] == String() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
}
VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() {
@@ -142,7 +142,7 @@ String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const {
}
String VisualShaderNodeTextureSDF::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 {
- return "\t" + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n";
+ return " " + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n";
}
VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() {
@@ -179,7 +179,7 @@ String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const
}
String VisualShaderNodeTextureSDFNormal::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 {
- return "\t" + p_output_vars[0] + " = vec3(texture_sdf_normal(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+ return " " + p_output_vars[0] + " = vec3(texture_sdf_normal(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
}
VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() {
@@ -240,40 +240,40 @@ String VisualShaderNodeSDFRaymarch::get_output_port_name(int p_port) const {
String VisualShaderNodeSDFRaymarch::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 += "\t{\n";
+ code += " {\n";
if (p_input_vars[0] == String()) {
- code += "\t\tvec2 __from_pos = vec2(0.0f);\n";
+ code += " vec2 __from_pos = vec2(0.0f);\n";
} else {
- code += "\t\tvec2 __from_pos = " + p_input_vars[0] + ".xy;\n";
+ code += " vec2 __from_pos = " + p_input_vars[0] + ".xy;\n";
}
if (p_input_vars[1] == String()) {
- code += "\t\tvec2 __to_pos = vec2(0.0f);\n";
+ code += " vec2 __to_pos = vec2(0.0f);\n";
} else {
- code += "\t\tvec2 __to_pos = " + p_input_vars[1] + ".xy;\n";
+ code += " vec2 __to_pos = " + p_input_vars[1] + ".xy;\n";
}
- code += "\n\t\tvec2 __at = __from_pos;\n";
- code += "\t\tfloat __max_dist = distance(__from_pos, __to_pos);\n";
- code += "\t\tvec2 __dir = normalize(__to_pos - __from_pos);\n\n";
-
- code += "\t\tfloat __accum = 0.0f;\n";
- code += "\t\twhile(__accum < __max_dist) {\n";
- code += "\t\t\tfloat __d = texture_sdf(__at);\n";
- code += "\t\t\t__accum += __d;\n";
- code += "\t\t\tif (__d < 0.01f) {\n";
- code += "\t\t\t\tbreak;\n";
- code += "\t\t\t}\n";
- code += "\t\t\t__at += __d * __dir;\n";
- code += "\t\t}\n";
-
- code += "\t\tfloat __dist = min(__max_dist, __accum);\n";
- code += "\t\t" + p_output_vars[0] + " = __dist;\n";
- code += "\t\t" + p_output_vars[1] + " = __accum < __max_dist;\n";
- code += "\t\t" + p_output_vars[2] + " = vec3(__from_pos + __dir * __dist, 0.0f);\n";
-
- code += "\t}\n";
+ code += "\n vec2 __at = __from_pos;\n";
+ code += " float __max_dist = distance(__from_pos, __to_pos);\n";
+ code += " vec2 __dir = normalize(__to_pos - __from_pos);\n\n";
+
+ code += " float __accum = 0.0f;\n";
+ code += " while(__accum < __max_dist) {\n";
+ code += " float __d = texture_sdf(__at);\n";
+ code += " __accum += __d;\n";
+ code += " if (__d < 0.01f) {\n";
+ code += " break;\n";
+ code += " }\n";
+ code += " __at += __d * __dir;\n";
+ code += " }\n";
+
+ code += " float __dist = min(__max_dist, __accum);\n";
+ code += " " + p_output_vars[0] + " = __dist;\n";
+ code += " " + p_output_vars[1] + " = __accum < __max_dist;\n";
+ code += " " + p_output_vars[2] + " = vec3(__from_pos + __dir * __dist, 0.0f);\n";
+
+ code += " }\n";
return code;
}
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index 5113a3d5db..333e87bdbd 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -683,7 +683,19 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
//default material and shader
default_shader = storage->shader_allocate();
storage->shader_initialize(default_shader);
- storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n");
+ storage->shader_set_code(default_shader, R"(
+shader_type spatial;
+
+void vertex() {
+ ROUGHNESS = 0.8;
+}
+
+void fragment() {
+ ALBEDO = vec3(0.6);
+ ROUGHNESS = 0.8;
+ METALLIC = 0.2;
+}
+)");
default_material = storage->material_allocate();
storage->material_initialize(default_material);
storage->material_set_shader(default_material, default_shader);
@@ -700,7 +712,16 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
overdraw_material_shader = storage->shader_allocate();
storage->shader_initialize(overdraw_material_shader);
// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
- storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.1; }");
+ storage->shader_set_code(overdraw_material_shader, R"(
+shader_type spatial;
+
+render_mode blend_add, unshaded;
+
+void fragment() {
+ ALBEDO = vec3(0.4, 0.8, 0.8);
+ ALPHA = 0.1;
+}
+)");
overdraw_material = storage->material_allocate();
storage->material_initialize(overdraw_material);
storage->material_set_shader(overdraw_material, overdraw_material_shader);
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index 3f4c69270f..bcdcb05653 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -673,7 +673,19 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
//default material and shader
default_shader = storage->shader_allocate();
storage->shader_initialize(default_shader);
- storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n");
+ storage->shader_set_code(default_shader, R"(
+shader_type spatial;
+
+void vertex() {
+ ROUGHNESS = 0.8;
+}
+
+void fragment() {
+ ALBEDO = vec3(0.6);
+ ROUGHNESS = 0.8;
+ METALLIC = 0.2;
+}
+)");
default_material = storage->material_allocate();
storage->material_initialize(default_material);
storage->material_set_shader(default_material, default_shader);
@@ -689,7 +701,16 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
overdraw_material_shader = storage->shader_allocate();
storage->shader_initialize(overdraw_material_shader);
// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
- storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.1; }");
+ storage->shader_set_code(overdraw_material_shader, R"(
+shader_type spatial;
+
+render_mode blend_add, unshaded;
+
+void fragment() {
+ ALBEDO = vec3(0.4, 0.8, 0.8);
+ ALPHA = 0.1;
+}
+)");
overdraw_material = storage->material_allocate();
storage->material_initialize(overdraw_material);
storage->material_set_shader(overdraw_material, overdraw_material_shader);
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 1e3dbe69a3..6a66e9fa01 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -2570,8 +2570,19 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
default_canvas_group_shader = storage->shader_allocate();
storage->shader_initialize(default_canvas_group_shader);
- storage->shader_set_code(default_canvas_group_shader, "shader_type canvas_item; \nvoid fragment() {\n\tvec4 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0); if (c.a > 0.0001) c.rgb/=c.a; COLOR *= c; \n}\n");
+ storage->shader_set_code(default_canvas_group_shader, R"(
+shader_type canvas_item;
+void fragment() {
+ vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+
+ if (c.a > 0.0001) {
+ c.rgb /= c.a;
+ }
+
+ COLOR *= c;
+}
+)");
default_canvas_group_material = storage->material_allocate();
storage->material_initialize(default_canvas_group_material);
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index e701219617..bc1603a219 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -757,7 +757,13 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
sky_shader.default_shader = storage->shader_allocate();
storage->shader_initialize(sky_shader.default_shader);
- storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void sky() { COLOR = vec3(0.0); } \n");
+ storage->shader_set_code(sky_shader.default_shader, R"(
+shader_type sky;
+
+void sky() {
+ COLOR = vec3(0.0);
+}
+)");
sky_shader.default_material = storage->material_allocate();
storage->material_initialize(sky_shader.default_material);
@@ -838,7 +844,15 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
sky_scene_state.fog_shader = storage->shader_allocate();
storage->shader_initialize(sky_scene_state.fog_shader);
- storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void sky() { COLOR = clear_color.rgb; } \n");
+ storage->shader_set_code(sky_scene_state.fog_shader, R"(
+shader_type sky;
+
+uniform vec4 clear_color;
+
+void sky() {
+ COLOR = clear_color.rgb;
+}
+)");
sky_scene_state.fog_material = storage->material_allocate();
storage->material_initialize(sky_scene_state.fog_material);
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 8e79f33dfa..2657fa3ae8 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -9388,7 +9388,13 @@ RendererStorageRD::RendererStorageRD() {
// default material and shader for particles shader
particles_shader.default_shader = shader_allocate();
shader_initialize(particles_shader.default_shader);
- shader_set_code(particles_shader.default_shader, "shader_type particles; void process() { COLOR = vec4(1.0); } \n");
+ shader_set_code(particles_shader.default_shader, R"(
+shader_type particles;
+
+void process() {
+ COLOR = vec4(1.0);
+}
+)");
particles_shader.default_material = material_allocate();
material_initialize(particles_shader.default_material);
material_set_shader(particles_shader.default_material, particles_shader.default_shader);