diff options
author | Yuri Roubinsky <chaosus89@gmail.com> | 2020-09-06 10:43:14 +0300 |
---|---|---|
committer | Yuri Roubinsky <chaosus89@gmail.com> | 2020-09-06 10:43:14 +0300 |
commit | 004d8e86a61e18aff65ed7b6dc9d7d6d30b22a18 (patch) | |
tree | 8857a949f273c6a753763dc4311d037c2cbd5cef /editor/plugins | |
parent | 9fc4f17281a25a74a916c29dd629c7aca5498aab (diff) |
Use flags instead TYPE_ enum in visual shaders editor
Diffstat (limited to 'editor/plugins')
-rw-r--r-- | editor/plugins/visual_shader_editor_plugin.cpp | 287 | ||||
-rw-r--r-- | editor/plugins/visual_shader_editor_plugin.h | 8 |
2 files changed, 152 insertions, 143 deletions
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index 217294464c..f2354dc69f 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -186,20 +186,20 @@ bool VisualShaderEditor::_is_available(int p_mode) { int temp_mode = 0; - if (p_mode & VisualShader::TYPE_FRAGMENT) { + if (p_mode & TYPE_FLAGS_VERTEX) { + temp_mode |= 1; + } + + if (p_mode & TYPE_FLAGS_FRAGMENT) { temp_mode |= 2; } - if (p_mode & VisualShader::TYPE_LIGHT) { + if (p_mode & TYPE_FLAGS_LIGHT) { temp_mode |= 4; } - if (p_mode == VisualShader::TYPE_COMPUTE) { - temp_mode = 8; - } - - if (temp_mode == 0) { - temp_mode |= 1; + if (p_mode & TYPE_FLAGS_COMPUTE) { + temp_mode |= 8; } p_mode = temp_mode; @@ -2621,25 +2621,26 @@ VisualShaderEditor::VisualShaderEditor() { // INPUT - // SPATIAL-FOR-ALL - const String input_param_shader_modes = TTR("'%s' input parameter for all shader modes."); - add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_camera"), "inv_camera", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection"), "inv_projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal"), "normal", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("OutputIsSRGB", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "output_is_srgb"), "output_is_srgb", VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size"), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "world"), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); - - // CANVASITEM-FOR-ALL - - add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "texture_pixel_size"), "texture_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, -1, Shader::MODE_CANVAS_ITEM)); + // SPATIAL-FOR-ALL (except COMPUTE) + + const String input_param_shader_modes = TTR("'%s' input parameter for vertex/fragment/light shader modes."); + add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX_FRAGMENT_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_camera"), "inv_camera", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX_FRAGMENT_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection"), "inv_projection", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX_FRAGMENT_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal"), "normal", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX_FRAGMENT_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("OutputIsSRGB", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "output_is_srgb"), "output_is_srgb", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX_FRAGMENT_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX_FRAGMENT_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX_FRAGMENT_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size"), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX_FRAGMENT_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "world"), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX_FRAGMENT_LIGHT, Shader::MODE_SPATIAL)); + + // CANVASITEM-FOR-ALL (except COMPUTE) + + add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX_FRAGMENT_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX_FRAGMENT_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "texture_pixel_size"), "texture_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX_FRAGMENT_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX_FRAGMENT_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX_FRAGMENT_LIGHT, Shader::MODE_CANVAS_ITEM)); ///////////////// @@ -2655,122 +2656,122 @@ VisualShaderEditor::VisualShaderEditor() { const String input_param_for_compute_shader_mode = TTR("'%s' input parameter for compute shader mode."); const String input_param_for_vertex_and_fragment_shader_mode = TTR("'%s' input parameter for vertex and fragment shader mode."); - add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("DepthTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "depth_texture"), "depth_texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("FrontFacing", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing"), "front_facing", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), "screen_texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "side"), "side", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent"), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv2"), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SPATIAL)); - - add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo"), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation"), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse"), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light"), "light", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness"), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular"), "specular", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "transmission"), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); - - add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview"), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent"), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv2"), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("DepthTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "depth_texture"), "depth_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("FrontFacing", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing"), "front_facing", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), "screen_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "side"), "side", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent"), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv2"), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), "view", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + + add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo"), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation"), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse"), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light"), "light", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "roughness"), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "specular"), "specular", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "transmission"), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "view"), "view", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + + add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal"), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview"), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent"), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv"), "uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "uv2"), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); // CANVASITEM INPUTS - add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "light_pass"), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("NormalTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture"), "normal_texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size"), "screen_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), "screen_texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Texture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), "texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - - add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_alpha"), "light_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightHeight", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_height"), "light_height", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_uv"), "light_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightVector", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_vec"), "light_vec", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal"), "normal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ShadowAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_alpha"), "shadow_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ShadowColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_color"), "shadow_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ShadowVec", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_vec"), "shadow_vec", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Texture", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), "texture", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_LIGHT, Shader::MODE_CANVAS_ITEM)); - - add_options.push_back(AddOption("Extra", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "extra"), "extra", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "light_pass"), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Projection", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "projection"), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "world"), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "light_pass"), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("NormalTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture"), "normal_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size"), "screen_pixel_size", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture"), "screen_texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Texture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), "texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + + add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_alpha"), "light_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color"), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightHeight", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_height"), "light_height", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_uv"), "light_uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightVector", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_vec"), "light_vec", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal"), "normal", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord"), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ShadowAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_alpha"), "shadow_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ShadowColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_color"), "shadow_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("ShadowVec", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_vec"), "shadow_vec", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Texture", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture"), "texture", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + + add_options.push_back(AddOption("Extra", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "extra"), "extra", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "light_pass"), "light_pass", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Projection", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "projection"), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex"), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "world"), "world", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); // PARTICLES INPUTS - add_options.push_back(AddOption("Active", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "active"), "active", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_COMPUTE, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Alpha", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_COMPUTE, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Color", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_COMPUTE, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Custom", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "custom"), "custom", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_COMPUTE, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("CustomAlpha", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "custom_alpha"), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_COMPUTE, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Delta", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "delta"), "delta", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_COMPUTE, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("EmissionTransform", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "emission_transform"), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_COMPUTE, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Index", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "index"), "index", VisualShaderNode::PORT_TYPE_SCALAR_INT, VisualShader::TYPE_COMPUTE, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("LifeTime", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "lifetime"), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_COMPUTE, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Restart", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "restart"), "restart", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_COMPUTE, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Time", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_COMPUTE, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Transform", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "transform"), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_COMPUTE, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Velocity", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "velocity"), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_COMPUTE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Active", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "active"), "active", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_COMPUTE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Alpha", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "alpha"), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_COMPUTE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Color", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "color"), "color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_COMPUTE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Custom", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "custom"), "custom", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_COMPUTE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("CustomAlpha", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "custom_alpha"), "custom_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_COMPUTE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Delta", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "delta"), "delta", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_COMPUTE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("EmissionTransform", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "emission_transform"), "emission_transform", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_COMPUTE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Index", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "index"), "index", VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_COMPUTE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("LifeTime", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "lifetime"), "lifetime", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_COMPUTE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Restart", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "restart"), "restart", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_COMPUTE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Time", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_COMPUTE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Transform", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "transform"), "transform", VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_COMPUTE, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Velocity", "Input", "Compute", "VisualShaderNodeInput", vformat(input_param_for_compute_shader_mode, "velocity"), "velocity", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_COMPUTE, Shader::MODE_PARTICLES)); // SKY INPUTS - add_options.push_back(AddOption("AtCubeMapPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "at_cubemap_pass"), "at_cubemap_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("AtHalfResPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "at_half_res_pass"), "at_half_res_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("AtQuarterResPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "at_quarter_res_pass"), "at_quarter_res_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("EyeDir", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "eyedir"), "eyedir", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("HalfResColor", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "half_res_color"), "half_res_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("HalfResAlpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "half_res_alpha"), "half_res_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light0Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_color"), "light0_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light0Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_direction"), "light0_direction", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light0Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_enabled"), "light0_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light0Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_energy"), "light0_energy", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light1Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_color"), "light1_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light1Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_direction"), "light1_direction", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light1Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_enabled"), "light1_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light1Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_energy"), "light1_energy", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light2Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_color"), "light2_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light2Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_direction"), "light2_direction", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light2Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_enabled"), "light2_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light2Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_energy"), "light2_energy", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light3Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_color"), "light3_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light3Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_direction"), "light3_direction", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light3Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_enabled"), "light3_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Light3Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_energy"), "light3_energy", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Position", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "position"), "position", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("QuarterResColor", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "quarter_res_color"), "quarter_res_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("QuarterResAlpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "quarter_res_alpha"), "quarter_res_alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Radiance", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "radiance"), "radiance", VisualShaderNode::PORT_TYPE_SAMPLER, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("SkyCoords", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "sky_coords"), "sky_coords", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); - add_options.push_back(AddOption("Time", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("AtCubeMapPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "at_cubemap_pass"), "at_cubemap_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("AtHalfResPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "at_half_res_pass"), "at_half_res_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("AtQuarterResPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "at_quarter_res_pass"), "at_quarter_res_pass", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("EyeDir", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "eyedir"), "eyedir", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("HalfResColor", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "half_res_color"), "half_res_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("HalfResAlpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "half_res_alpha"), "half_res_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light0Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_color"), "light0_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light0Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_direction"), "light0_direction", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light0Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_enabled"), "light0_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light0Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light0_energy"), "light0_energy", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light1Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_color"), "light1_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light1Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_direction"), "light1_direction", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light1Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_enabled"), "light1_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light1Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light1_energy"), "light1_energy", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light2Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_color"), "light2_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light2Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_direction"), "light2_direction", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light2Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_enabled"), "light2_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light2Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light2_energy"), "light2_energy", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light3Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_color"), "light3_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light3Direction", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_direction"), "light3_direction", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light3Enabled", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_enabled"), "light3_enabled", VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Light3Energy", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "light3_energy"), "light3_energy", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Position", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "position"), "position", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("QuarterResColor", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "quarter_res_color"), "quarter_res_color", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("QuarterResAlpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "quarter_res_alpha"), "quarter_res_alpha", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Radiance", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "radiance"), "radiance", VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv"), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("SkyCoords", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "sky_coords"), "sky_coords", VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); + add_options.push_back(AddOption("Time", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "time"), "time", VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SKY)); // SCALAR @@ -2862,7 +2863,7 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup."), -1, -1)); add_options.push_back(AddOption("Texture2DArray", "Textures", "Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), -1, -1, -1, -1, -1)); add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup."), -1, -1)); - add_options.push_back(AddOption("TextureUniformTriplanar", "Textures", "Variables", "VisualShaderNodeTextureUniformTriplanar", TTR("2D texture uniform lookup with triplanar."), -1, -1, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("TextureUniformTriplanar", "Textures", "Variables", "VisualShaderNodeTextureUniformTriplanar", TTR("2D texture uniform lookup with triplanar."), -1, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Texture2DArrayUniform", "Textures", "Variables", "VisualShaderNodeTexture2DArrayUniform", TTR("2D array of textures uniform lookup."), -1, -1, -1, -1, -1)); // TRANSFORM @@ -2960,15 +2961,15 @@ VisualShaderEditor::VisualShaderEditor() { 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("ScalarDerivativeFunc", "Special", "Common", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) Scalar derivative function."), -1, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true)); - add_options.push_back(AddOption("VectorDerivativeFunc", "Special", "Common", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) Vector derivative function."), -1, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true)); + add_options.push_back(AddOption("ScalarDerivativeFunc", "Special", "Common", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) Scalar derivative function."), -1, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true)); + add_options.push_back(AddOption("VectorDerivativeFunc", "Special", "Common", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) Vector derivative function."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true)); - add_options.push_back(AddOption("DdX", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), VisualShaderNodeVectorDerivativeFunc::FUNC_X, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true)); - add_options.push_back(AddOption("DdXS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'x' using local differencing."), VisualShaderNodeScalarDerivativeFunc::FUNC_X, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true)); - add_options.push_back(AddOption("DdY", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), VisualShaderNodeVectorDerivativeFunc::FUNC_Y, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true)); - add_options.push_back(AddOption("DdYS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'y' using local differencing."), VisualShaderNodeScalarDerivativeFunc::FUNC_Y, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true)); - add_options.push_back(AddOption("Sum", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), VisualShaderNodeVectorDerivativeFunc::FUNC_SUM, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true)); - add_options.push_back(AddOption("SumS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'."), VisualShaderNodeScalarDerivativeFunc::FUNC_SUM, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, -1, -1, true)); + add_options.push_back(AddOption("DdX", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), VisualShaderNodeVectorDerivativeFunc::FUNC_X, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true)); + add_options.push_back(AddOption("DdXS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'x' using local differencing."), VisualShaderNodeScalarDerivativeFunc::FUNC_X, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true)); + add_options.push_back(AddOption("DdY", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), VisualShaderNodeVectorDerivativeFunc::FUNC_Y, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true)); + add_options.push_back(AddOption("DdYS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Derivative in 'y' using local differencing."), VisualShaderNodeScalarDerivativeFunc::FUNC_Y, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true)); + add_options.push_back(AddOption("Sum", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), VisualShaderNodeVectorDerivativeFunc::FUNC_SUM, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true)); + add_options.push_back(AddOption("SumS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'."), VisualShaderNodeScalarDerivativeFunc::FUNC_SUM, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, -1, -1, true)); custom_node_option_idx = add_options.size(); ///////////////////////////////////////////////////////////////////// diff --git a/editor/plugins/visual_shader_editor_plugin.h b/editor/plugins/visual_shader_editor_plugin.h index 9b80488b22..ff2b0dc6ab 100644 --- a/editor/plugins/visual_shader_editor_plugin.h +++ b/editor/plugins/visual_shader_editor_plugin.h @@ -85,6 +85,14 @@ class VisualShaderEditor : public VBoxContainer { bool preview_showed; + enum TypeFlags { + TYPE_FLAGS_VERTEX = 1, + TYPE_FLAGS_FRAGMENT = 2, + TYPE_FLAGS_LIGHT = 4, + TYPE_FLAGS_COMPUTE = 8, + TYPE_FLAGS_VERTEX_FRAGMENT_LIGHT = TYPE_FLAGS_VERTEX | TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, + }; + enum ToolsMenuOptions { EXPAND_ALL, COLLAPSE_ALL |