diff options
| -rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 9 | ||||
| -rw-r--r-- | scene/resources/visual_shader_nodes.h | 1 | 
2 files changed, 7 insertions, 3 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 624f2e8896..e78d9b924d 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -1034,7 +1034,7 @@ void VisualShaderNodeTexture::_bind_methods() {  	ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);  	ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type); -	ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort,ScreenNormal,Roughness"), "set_source", "get_source"); +	ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort,Normal3D,Roughness"), "set_source", "get_source");  	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");  	ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type"); @@ -7694,12 +7694,15 @@ bool VisualShaderNodeProximityFade::has_output_port_preview(int p_port) const {  	return false;  } +String VisualShaderNodeProximityFade::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { +	return "uniform sampler2D " + make_unique_id(p_type, p_id, "depth_tex") + " : hint_depth_texture;\n"; +} +  String VisualShaderNodeProximityFade::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 += "	{\n"; -	String proximity_fade_distance = vformat("%s", p_input_vars[0]); -	code += "		float __depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;\n"; +	code += "		float __depth_tex = texture(" + make_unique_id(p_type, p_id, "depth_tex") + ", SCREEN_UV).r;\n";  	if (!RenderingServer::get_singleton()->is_low_end()) {  		code += "		vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n";  	} else { diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index 8d0f88d83a..e3b101cf84 100644 --- a/scene/resources/visual_shader_nodes.h +++ b/scene/resources/visual_shader_nodes.h @@ -2849,6 +2849,7 @@ public:  	virtual String get_output_port_name(int p_port) const override;  	virtual bool has_output_port_preview(int p_port) const override; +	virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;  	virtual String 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 = false) const override;  	VisualShaderNodeProximityFade();  |