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author | Yuri Roubinsky <chaosus89@gmail.com> | 2020-11-27 10:00:23 +0300 |
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committer | RĂ©mi Verschelde <rverschelde@gmail.com> | 2021-01-18 15:04:54 +0100 |
commit | 4618e09f3b7674d5f2f42ef9cfcf2583bb8c1ec6 (patch) | |
tree | 4b84c442a756f28daf6cdc222099109c9e20096a /editor | |
parent | 869f5b53288ec713553e024f91ec88b47ce960d9 (diff) |
Added SDF nodes to visual shader
Diffstat (limited to 'editor')
-rw-r--r-- | editor/plugins/visual_shader_editor_plugin.cpp | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index 5533fcd02b..443e867a9f 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -44,6 +44,7 @@ #include "scene/gui/panel.h" #include "scene/main/window.h" #include "scene/resources/visual_shader_nodes.h" +#include "scene/resources/visual_shader_sdf_nodes.h" #include "servers/display_server.h" #include "servers/rendering/shader_types.h" @@ -3671,7 +3672,17 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("FloatUniform", "Scalar", "Variables", "VisualShaderNodeFloatUniform", TTR("Scalar floating-point uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR)); add_options.push_back(AddOption("IntUniform", "Scalar", "Variables", "VisualShaderNodeIntUniform", TTR("Scalar integer uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR_INT)); + // SDF + { + add_options.push_back(AddOption("ScreenUVToSDF", "SDF", "", "VisualShaderNodeScreenUVToSDF", TTR("Converts screen UV to a SDF."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("SDFRaymarch", "SDF", "", "VisualShaderNodeSDFRaymarch", TTR("Casts a ray against the screen SDF and returns the distance travelled."), -1, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("SDFToScreenUV", "SDF", "", "VisualShaderNodeSDFToScreenUV", TTR("Converts a SDF to screen UV."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("TextureSDF", "SDF", "", "VisualShaderNodeTextureSDF", TTR("Performs a SDF texture lookup."), -1, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("TextureSDFNormal", "SDF", "", "VisualShaderNodeTextureSDFNormal", TTR("Performs a SDF normal texture lookup."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + } + // TEXTURES + cubemap_node_option_idx = add_options.size(); add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), -1, -1)); curve_node_option_idx = add_options.size(); |