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authorYuri Roubinsky <chaosus89@gmail.com>2022-03-07 10:26:09 +0300
committerYuri Roubinsky <chaosus89@gmail.com>2022-03-07 10:26:09 +0300
commit87c7fe69f2eb8441629e36615a770699551c234e (patch)
tree2dc22943a0494d9d8c128b5dc2c7dd5eb96bbc36
parenteb8ce0ce6892bb31ec13ad3865eec7babc4d333a (diff)
Fix _update_varyings call in visual shader
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index 172259c714..94906acb63 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -5398,10 +5398,10 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Expression", "Special", "", "VisualShaderNodeExpression", TTR("Custom Godot Shader Language expression, with custom amount of input and output ports. This is a direct injection of code into the vertex/fragment/light function, do not use it to write the function declarations inside.")));
add_options.push_back(AddOption("GlobalExpression", "Special", "", "VisualShaderNodeGlobalExpression", TTR("Custom Godot Shader Language expression, which is placed on top of the resulted shader. You can place various function definitions inside and call it later in the Expressions. You can also declare varyings, uniforms and constants.")));
add_options.push_back(AddOption("UniformRef", "Special", "", "VisualShaderNodeUniformRef", TTR("A reference to an existing uniform.")));
- add_options.push_back(AddOption("VaryingGet", "Special", "", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
- add_options.push_back(AddOption("VaryingSet", "Special", "", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
- add_options.push_back(AddOption("VaryingGet", "Special", "", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("VaryingSet", "Special", "", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("VaryingGetter", "Special", "", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("VaryingSetter", "Special", "", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("VaryingGetter", "Special", "", "VisualShaderNodeVaryingGetter", TTR("Get varying parameter."), {}, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("VaryingSetter", "Special", "", "VisualShaderNodeVaryingSetter", TTR("Set varying parameter."), {}, -1, TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
custom_node_option_idx = add_options.size();
@@ -5914,8 +5914,8 @@ void EditorPropertyShaderMode::_option_selected(int p_which) {
undo_redo->add_undo_method(visual_shader.ptr(), "add_varying", var->name, var->mode, var->type);
}
- undo_redo->add_do_method(this, "_update_varyings");
- undo_redo->add_undo_method(this, "_update_varyings");
+ undo_redo->add_do_method(editor, "_update_varyings");
+ undo_redo->add_undo_method(editor, "_update_varyings");
}
}