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-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp2
-rw-r--r--modules/lightmapper_rd/lm_common_inc.glsl4
-rw-r--r--modules/lightmapper_rd/lm_compute.glsl22
-rw-r--r--modules/lightmapper_rd/lm_raster.glsl12
-rw-r--r--scene/2d/tile_map.cpp6
-rw-r--r--scene/resources/visual_shader.cpp52
-rw-r--r--scene/resources/visual_shader.h2
-rw-r--r--scene/resources/visual_shader_particle_nodes.cpp20
-rw-r--r--scene/resources/visual_shader_particle_nodes.h5
9 files changed, 100 insertions, 25 deletions
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index b1b64564bb..48f64e041c 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -777,7 +777,7 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
expand->connect("pressed", callable_mp(VisualShaderEditor::get_singleton(), &VisualShaderEditor::_expand_output_port), varray(p_id, i, !vsnode->_is_output_port_expanded(i)), CONNECT_DEFERRED);
hb->add_child(expand);
}
- if (visual_shader->get_shader_type() == VisualShader::TYPE_FRAGMENT && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
+ if (vsnode->has_output_port_preview(i) && port_right != VisualShaderNode::PORT_TYPE_TRANSFORM && port_right != VisualShaderNode::PORT_TYPE_SAMPLER) {
TextureButton *preview = memnew(TextureButton);
preview->set_toggle_mode(true);
preview->set_normal_texture(VisualShaderEditor::get_singleton()->get_theme_icon(SNAME("GuiVisibilityHidden"), SNAME("EditorIcons")));
diff --git a/modules/lightmapper_rd/lm_common_inc.glsl b/modules/lightmapper_rd/lm_common_inc.glsl
index 22172d50e4..58523dc1f8 100644
--- a/modules/lightmapper_rd/lm_common_inc.glsl
+++ b/modules/lightmapper_rd/lm_common_inc.glsl
@@ -81,3 +81,7 @@ layout(set = 0, binding = 8) uniform texture2DArray albedo_tex;
layout(set = 0, binding = 9) uniform texture2DArray emission_tex;
layout(set = 0, binding = 10) uniform sampler linear_sampler;
+
+// Fragment action constants
+const uint FA_NONE = 0;
+const uint FA_SMOOTHEN_POSITION = 1;
diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl
index 3306b8a8c7..6e5c9f25ba 100644
--- a/modules/lightmapper_rd/lm_compute.glsl
+++ b/modules/lightmapper_rd/lm_compute.glsl
@@ -420,20 +420,22 @@ void main() {
light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb;
active_rays += 1.0;
- } else if (trace_result == RAY_MISS && params.env_transform[0][3] == 0.0) { // Use env_transform[0][3] to indicate when we are computing the first bounce
- // Did not hit a triangle, reach out for the sky
- vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir);
+ } else if (trace_result == RAY_MISS) {
+ if (params.env_transform[0][3] == 0.0) { // Use env_transform[0][3] to indicate when we are computing the first bounce
+ // Did not hit a triangle, reach out for the sky
+ vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir);
- vec2 st = vec2(
- atan(sky_dir.x, sky_dir.z),
- acos(sky_dir.y));
+ vec2 st = vec2(
+ atan(sky_dir.x, sky_dir.z),
+ acos(sky_dir.y));
- if (st.x < 0.0)
- st.x += PI * 2.0;
+ if (st.x < 0.0)
+ st.x += PI * 2.0;
- st /= vec2(PI * 2.0, PI);
+ st /= vec2(PI * 2.0, PI);
- light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb;
+ light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb;
+ }
active_rays += 1.0;
}
diff --git a/modules/lightmapper_rd/lm_raster.glsl b/modules/lightmapper_rd/lm_raster.glsl
index 55ca193cc1..a86968a4f3 100644
--- a/modules/lightmapper_rd/lm_raster.glsl
+++ b/modules/lightmapper_rd/lm_raster.glsl
@@ -12,6 +12,7 @@ layout(location = 2) out vec2 uv_interp;
layout(location = 3) out vec3 barycentric;
layout(location = 4) flat out uvec3 vertex_indices;
layout(location = 5) flat out vec3 face_normal;
+layout(location = 6) flat out uint fragment_action;
layout(push_constant, binding = 0, std430) uniform Params {
vec2 atlas_size;
@@ -49,6 +50,14 @@ void main() {
face_normal = -normalize(cross((vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.y].position), (vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.z].position)));
+ {
+ const float FLAT_THRESHOLD = 0.99;
+ const vec3 norm_a = vec3(vertices.data[vertex_indices.x].normal_xy, vertices.data[vertex_indices.x].normal_z);
+ const vec3 norm_b = vec3(vertices.data[vertex_indices.y].normal_xy, vertices.data[vertex_indices.y].normal_z);
+ const vec3 norm_c = vec3(vertices.data[vertex_indices.z].normal_xy, vertices.data[vertex_indices.z].normal_z);
+ fragment_action = (dot(norm_a, norm_b) < FLAT_THRESHOLD || dot(norm_a, norm_c) < FLAT_THRESHOLD || dot(norm_b, norm_c) < FLAT_THRESHOLD) ? FA_SMOOTHEN_POSITION : FA_NONE;
+ }
+
gl_Position = vec4((uv_interp + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0);
}
@@ -78,6 +87,7 @@ layout(location = 2) in vec2 uv_interp;
layout(location = 3) in vec3 barycentric;
layout(location = 4) in flat uvec3 vertex_indices;
layout(location = 5) in flat vec3 face_normal;
+layout(location = 6) in flat uint fragment_action;
layout(location = 0) out vec4 position;
layout(location = 1) out vec4 normal;
@@ -86,7 +96,7 @@ layout(location = 2) out vec4 unocclude;
void main() {
vec3 vertex_pos = vertex_interp;
- {
+ if (fragment_action == FA_SMOOTHEN_POSITION) {
// smooth out vertex position by interpolating its projection in the 3 normal planes (normal plane is created by vertex pos and normal)
// because we don't want to interpolate inwards, normals found pointing inwards are pushed out.
vec3 pos_a = vertices.data[vertex_indices.x].position;
diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp
index a791d99c39..42c54a950d 100644
--- a/scene/2d/tile_map.cpp
+++ b/scene/2d/tile_map.cpp
@@ -848,9 +848,11 @@ void TileMap::_rendering_update_dirty_quadrants(SelfList<TileMapQuadrant>::List
Color modulate = get_self_modulate();
modulate *= get_layer_modulate(q.layer);
if (selected_layer >= 0) {
- if (q.layer < selected_layer) {
+ int z1 = get_layer_z_index(q.layer);
+ int z2 = get_layer_z_index(selected_layer);
+ if (z1 < z2 || (z1 == z2 && q.layer < selected_layer)) {
modulate = modulate.darkened(0.5);
- } else if (q.layer > selected_layer) {
+ } else if (z1 > z2 || (z1 == z2 && q.layer > selected_layer)) {
modulate = modulate.darkened(0.5);
modulate.a *= 0.3;
}
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 934d16bd7e..0dc83b4bb8 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -113,6 +113,10 @@ bool VisualShaderNode::is_output_port_expandable(int p_port) const {
return false;
}
+bool VisualShaderNode::has_output_port_preview(int p_port) const {
+ return true;
+}
+
void VisualShaderNode::_set_output_ports_expanded(const Array &p_values) {
for (int i = 0; i < p_values.size(); i++) {
expanded_output_ports[p_values[i]] = true;
@@ -2307,7 +2311,21 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
};
const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
+ // Spatial, Vertex
+
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+
// Spatial, Fragment
+
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
@@ -2315,44 +2333,59 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
-
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" },
-
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Spatial, Light
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+
// Canvas Item, Vertex
+
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+
// Canvas Item, Fragment
+
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+
// Canvas Item, Light
+
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
-
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+ // Sky
+
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+
// Particles
+
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
};
@@ -2413,13 +2446,10 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T
case PORT_TYPE_VECTOR: {
code = " " + p_output_vars[0] + " = vec3(0.0);\n";
} break;
- case PORT_TYPE_TRANSFORM: {
- code = " " + p_output_vars[0] + " = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
- } break;
case PORT_TYPE_BOOLEAN: {
code = " " + p_output_vars[0] + " = false;\n";
} break;
- default: //default (none found) is scalar
+ default:
break;
}
}
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index b3efac02aa..f910f28536 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -254,6 +254,8 @@ public:
void set_input_port_connected(int p_port, bool p_connected);
virtual bool is_generate_input_var(int p_port) const;
+ virtual bool has_output_port_preview(int p_port) const;
+
virtual bool is_output_port_expandable(int p_port) const;
void _set_output_ports_expanded(const Array &p_data);
Array _get_output_ports_expanded() const;
diff --git a/scene/resources/visual_shader_particle_nodes.cpp b/scene/resources/visual_shader_particle_nodes.cpp
index 5fe801e037..18b933e5cf 100644
--- a/scene/resources/visual_shader_particle_nodes.cpp
+++ b/scene/resources/visual_shader_particle_nodes.cpp
@@ -47,6 +47,10 @@ String VisualShaderNodeParticleEmitter::get_output_port_name(int p_port) const {
return String();
}
+bool VisualShaderNodeParticleEmitter::has_output_port_preview(int p_port) const {
+ return false;
+}
+
VisualShaderNodeParticleEmitter::VisualShaderNodeParticleEmitter() {
}
@@ -265,6 +269,10 @@ Vector<StringName> VisualShaderNodeParticleMultiplyByAxisAngle::get_editable_pro
return props;
}
+bool VisualShaderNodeParticleMultiplyByAxisAngle::has_output_port_preview(int p_port) const {
+ return false;
+}
+
VisualShaderNodeParticleMultiplyByAxisAngle::VisualShaderNodeParticleMultiplyByAxisAngle() {
set_input_port_default_value(1, Vector3(1, 0, 0));
set_input_port_default_value(2, 0.0);
@@ -313,6 +321,10 @@ String VisualShaderNodeParticleConeVelocity::get_output_port_name(int p_port) co
return String();
}
+bool VisualShaderNodeParticleConeVelocity::has_output_port_preview(int p_port) const {
+ return false;
+}
+
String VisualShaderNodeParticleConeVelocity::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 += " __radians = radians(" + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
@@ -421,6 +433,10 @@ VisualShaderNodeParticleRandomness::OpType VisualShaderNodeParticleRandomness::g
return op_type;
}
+bool VisualShaderNodeParticleRandomness::has_output_port_preview(int p_port) const {
+ return false;
+}
+
VisualShaderNodeParticleRandomness::VisualShaderNodeParticleRandomness() {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 1.0);
@@ -521,6 +537,10 @@ VisualShaderNodeParticleAccelerator::Mode VisualShaderNodeParticleAccelerator::g
return mode;
}
+bool VisualShaderNodeParticleAccelerator::has_output_port_preview(int p_port) const {
+ return false;
+}
+
VisualShaderNodeParticleAccelerator::VisualShaderNodeParticleAccelerator() {
set_input_port_default_value(0, Vector3(1, 1, 1));
set_input_port_default_value(1, 0.0);
diff --git a/scene/resources/visual_shader_particle_nodes.h b/scene/resources/visual_shader_particle_nodes.h
index f5435c3511..b8bc7992cc 100644
--- a/scene/resources/visual_shader_particle_nodes.h
+++ b/scene/resources/visual_shader_particle_nodes.h
@@ -42,6 +42,7 @@ public:
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
+ virtual bool has_output_port_preview(int p_port) const override;
VisualShaderNodeParticleEmitter();
};
@@ -112,6 +113,7 @@ public:
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
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_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;
@@ -135,6 +137,7 @@ public:
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
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_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;
@@ -168,6 +171,7 @@ public:
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
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_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;
@@ -209,6 +213,7 @@ public:
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
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_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;