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-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp23
1 files changed, 8 insertions, 15 deletions
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index 607f4a0db8..579c816dd8 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -5420,6 +5420,7 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("CurveTexture", "Textures", "Functions", "VisualShaderNodeCurveTexture", TTR("Perform the curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
curve_xyz_node_option_idx = add_options.size();
add_options.push_back(AddOption("CurveXYZTexture", "Textures", "Functions", "VisualShaderNodeCurveXYZTexture", TTR("Perform the three components curve texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
+ add_options.push_back(AddOption("LinearSceneDepth", "Textures", "Functions", "VisualShaderNodeLinearSceneDepth", TTR("Returns the depth value of the DEPTH_TEXTURE node in a linear space."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
texture2d_node_option_idx = add_options.size();
add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
texture2d_array_node_option_idx = add_options.size();
@@ -5435,8 +5436,6 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Texture2DArrayUniform", "Textures", "Variables", "VisualShaderNodeTexture2DArrayUniform", TTR("2D array of textures uniform lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
add_options.push_back(AddOption("Texture3DUniform", "Textures", "Variables", "VisualShaderNodeTexture3DUniform", TTR("3D texture uniform lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
- add_options.push_back(AddOption("LinearSceneDepth", "Textures", "Depth", "VisualShaderNodeLinearSceneDepth", TTR("Returns the depth value of the DEPTH_TEXTURE node in a linear space."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
-
// TRANSFORM
add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
@@ -5461,6 +5460,13 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("TransformConstant", "Transform", "Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("TransformUniform", "Transform", "Variables", "VisualShaderNodeTransformUniform", TTR("Transform uniform."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
+ // UTILITY
+
+ add_options.push_back(AddOption("DistanceFade", "Utility", "", "VisualShaderNodeDistanceFade", TTR("The distance fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("ProximityFade", "Utility", "", "VisualShaderNodeProximityFade", TTR("The proximity fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("RandomRange", "Utility", "", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Remap", "Utility", "", "VisualShaderNodeRemap", TTR("Remaps a given input from the input range to the output range."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
+
// VECTOR
add_options.push_back(AddOption("VectorFunc", "Vector", "Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
@@ -5660,19 +5666,6 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Vector4Constant", "Vector", "Variables", "VisualShaderNodeVec4Constant", TTR("4D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
add_options.push_back(AddOption("Vector4Uniform", "Vector", "Variables", "VisualShaderNodeVec4Uniform", TTR("4D vector uniform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
- // FADE
-
- add_options.push_back(AddOption("DistanceFace", "Fade", "Distance", "VisualShaderNodeDistanceFade", TTR(""), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
- add_options.push_back(AddOption("ProximityFade", "Fade", "", "VisualShaderNodeProximityFade", TTR("The proximity fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
-
- // RANDOM
-
- add_options.push_back(AddOption("RandomRange", "Random", "", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
-
- // UTILITY
-
- add_options.push_back(AddOption("Remap", "Utility", "", "VisualShaderNodeRemap", TTR("Remaps a given input from the input range to the output range."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
-
// SPECIAL
add_options.push_back(AddOption("Comment", "Special", "", "VisualShaderNodeComment", TTR("A rectangular area with a description string for better graph organization.")));