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-rw-r--r--scene/resources/visual_shader_nodes.cpp58
1 files changed, 47 insertions, 11 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index bb42e8fb9f..c56d5d7213 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -453,7 +453,12 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
String code;
if (p_input_vars[0] == String()) { // Use UV by default.
- code += "\tvec4 " + id + "_read = texture( " + id + " , UV.xy );\n";
+ if (p_input_vars[1] == String()) {
+ code += "\tvec4 " + id + "_read = texture( " + id + " , UV.xy );\n";
+ } else {
+ code += "\tvec4 " + id + "_read = textureLod( " + id + " , UV.xy , " + 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";
@@ -485,10 +490,18 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (p_input_vars[0] == String()) { // Use UV by default.
switch (utype) {
case VisualShaderNodeUniform::UTYPE_CUBEMAP:
- code += "\tvec4 " + id + "_tex_read = texture( " + id + " , vec3(UV, 0.0) );\n";
+ if (p_input_vars[1] == String()) {
+ code += "\tvec4 " + id + "_tex_read = texture( " + id + " , vec3( UV, 0.0 ) );\n";
+ } else {
+ code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , vec3( UV, 0.0 ) , " + p_input_vars[1] + " );\n";
+ }
break;
case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
- code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
+ if (p_input_vars[1] == String()) {
+ code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
+ } else {
+ code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
+ }
break;
default:
break;
@@ -530,11 +543,15 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
String code = "\t{\n";
if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
- code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy, 0.0 );\n";
+ if (p_input_vars[1] == String()) {
+ code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , 0.0 );\n";
+ } else {
+ code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , " + 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 += "\t\tvec4 _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";
}
@@ -550,7 +567,11 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
String code = "\t{\n";
if (p_input_vars[0] == String()) { // Use UV by default.
- code += "\t\tvec4 _tex_read = texture( TEXTURE , UV.xy );\n";
+ if (p_input_vars[1] == String()) {
+ code += "\t\tvec4 _tex_read = texture( TEXTURE , UV.xy );\n";
+ } else {
+ code += "\t\tvec4 _tex_read = textureLod( TEXTURE , UV.xy , " + p_input_vars[1] + " );\n";
+ }
} else if (p_input_vars[1] == String()) {
//no lod
@@ -570,7 +591,11 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
String code = "\t{\n";
if (p_input_vars[0] == String()) { // Use UV by default.
- code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , UV.xy );\n";
+ if (p_input_vars[1] == String()) {
+ code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , UV.xy );\n";
+ } else {
+ code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , UV.xy , " + p_input_vars[1] + " );\n";
+ }
} else if (p_input_vars[1] == String()) {
//no lod
@@ -600,7 +625,11 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
String code = "\t{\n";
if (p_input_vars[0] == String()) { // Use UV by default.
- code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , UV.xy ).r;\n";
+ if (p_input_vars[1] == String()) {
+ code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , UV.xy ).r;\n";
+ } else {
+ code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , UV.xy , " + p_input_vars[1] + " ).r;\n";
+ }
} else if (p_input_vars[1] == String()) {
//no lod
@@ -789,7 +818,11 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader:
String code;
if (p_input_vars[0] == String()) { // Use UV by default.
- code += "\tvec4 " + id + "_read = texture( " + id + " , vec3(UV, 0.0) );\n";
+ if (p_input_vars[1] == String()) {
+ code += "\tvec4 " + id + "_read = texture( " + id + " , vec3( UV, 0.0 ) );\n";
+ } else {
+ code += "\tvec4 " + id + "_read = textureLod( " + id + " , vec3( UV, 0.0 )" + " , " + p_input_vars[1] + " );\n";
+ }
} else if (p_input_vars[1] == String()) {
//no lod
@@ -3178,8 +3211,11 @@ String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, Visual
String id = get_uniform_name();
String code = "\t{\n";
if (p_input_vars[0] == String()) { // Use UV by default.
-
- code += "\t\tvec4 n_tex_read = texture( " + id + " , UV.xy );\n";
+ if (p_input_vars[1] == String()) {
+ code += "\t\tvec4 n_tex_read = texture( " + id + " , UV.xy );\n";
+ } else {
+ code += "\t\tvec4 n_tex_read = textureLod( " + id + " , UV.xy , " + 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";