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Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r--scene/resources/visual_shader.cpp360
1 files changed, 234 insertions, 126 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 997b523d2e..755962b96c 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -74,6 +74,10 @@ void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p
Vector3 pv = p_prev_value;
value = pv.x;
} break;
+ case Variant::QUATERNION: {
+ Quaternion pv = p_prev_value;
+ value = pv.x;
+ } break;
default:
break;
}
@@ -94,6 +98,10 @@ void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p
Vector3 pv = p_prev_value;
value = (int)pv.x;
} break;
+ case Variant::QUATERNION: {
+ Quaternion pv = p_prev_value;
+ value = (int)pv.x;
+ } break;
default:
break;
}
@@ -115,6 +123,10 @@ void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p
Vector3 pv = p_prev_value;
value = Vector2(pv.x, pv.y);
} break;
+ case Variant::QUATERNION: {
+ Quaternion pv = p_prev_value;
+ value = Vector2(pv.x, pv.y);
+ } break;
default:
break;
}
@@ -136,6 +148,35 @@ void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p
case Variant::VECTOR3: {
value = p_prev_value;
} break;
+ case Variant::QUATERNION: {
+ Quaternion pv = p_prev_value;
+ value = Vector3(pv.x, pv.y, pv.z);
+ } break;
+ default:
+ break;
+ }
+ } break;
+ case Variant::QUATERNION: {
+ switch (p_prev_value.get_type()) {
+ case Variant::INT: {
+ float pv = (float)(int)p_prev_value;
+ value = Quaternion(pv, pv, pv, pv);
+ } break;
+ case Variant::FLOAT: {
+ float pv = p_prev_value;
+ value = Quaternion(pv, pv, pv, pv);
+ } break;
+ case Variant::VECTOR2: {
+ Vector2 pv = p_prev_value;
+ value = Quaternion(pv.x, pv.y, pv.y, pv.y);
+ } break;
+ case Variant::VECTOR3: {
+ Vector3 pv = p_prev_value;
+ value = Quaternion(pv.x, pv.y, pv.z, pv.z);
+ } break;
+ case Variant::QUATERNION: {
+ value = p_prev_value;
+ } break;
default:
break;
}
@@ -253,6 +294,9 @@ int VisualShaderNode::get_expanded_output_port_count() const {
case PORT_TYPE_VECTOR_3D: {
count2 += 3;
} break;
+ case PORT_TYPE_VECTOR_4D: {
+ count2 += 4;
+ } break;
default:
break;
}
@@ -360,6 +404,7 @@ void VisualShaderNode::_bind_methods() {
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
@@ -767,7 +812,6 @@ void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, co
if (input.is_valid()) {
input->shader_mode = shader_mode;
input->shader_type = p_type;
- input->connect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed), varray(p_type, p_id));
}
n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
@@ -837,11 +881,6 @@ void VisualShader::remove_node(Type p_type, int p_id) {
Graph *g = &graph[p_type];
ERR_FAIL_COND(!g->nodes.has(p_id));
- Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
- if (input.is_valid()) {
- input->disconnect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed));
- }
-
g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
g->nodes.erase(p_id);
@@ -1203,6 +1242,9 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ".xyz;\n";
+ } break;
default: {
code += " COLOR.rgb = vec3(0.0);\n";
} break;
@@ -1687,11 +1729,14 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
inputs[i] = "(" + src_var + " ? 1.0 : 0.0)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
- inputs[i] = "dot(" + src_var + ", vec2(0.333333, 0.333333))";
+ inputs[i] = "dot(" + src_var + ", vec2(0.5, 0.5))";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))";
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ inputs[i] = "dot(" + src_var + ", vec4(0.25, 0.25, 0.25, 0.25))";
+ } break;
default:
break;
}
@@ -1705,11 +1750,14 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
inputs[i] = "(" + src_var + " ? 1 : 0)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
- inputs[i] = "dot(float(" + src_var + "), vec2(0.333333, 0.333333))";
+ inputs[i] = "dot(float(" + src_var + "), vec2(0.5, 0.5))";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))";
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ inputs[i] = "dot(float(" + src_var + "), vec4(0.25, 0.25, 0.25, 0.25))";
+ } break;
default:
break;
}
@@ -1728,6 +1776,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "all(bvec3(" + src_var + "))";
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ inputs[i] = "all(bvec4(" + src_var + "))";
+ } break;
default:
break;
}
@@ -1743,7 +1794,8 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)";
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D:
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
inputs[i] = "vec2(" + src_var + ".xy)";
} break;
default:
@@ -1765,6 +1817,30 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = "vec3(" + src_var + ", 0.0)";
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ inputs[i] = "vec3(" + src_var + ".xyz)";
+ } break;
+ default:
+ break;
+ }
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ switch (out_type) {
+ case VisualShaderNode::PORT_TYPE_SCALAR: {
+ inputs[i] = "vec4(" + src_var + ")";
+ } break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
+ inputs[i] = "vec4(float(" + src_var + "))";
+ } break;
+ case VisualShaderNode::PORT_TYPE_BOOLEAN: {
+ inputs[i] = "vec4(" + src_var + " ? 1.0 : 0.0)";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
+ inputs[i] = "vec4(" + src_var + ", 0.0, 0.0)";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
+ inputs[i] = "vec4(" + src_var + ", 0.0)";
+ } break;
default:
break;
}
@@ -1799,6 +1875,10 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
Vector3 val = defval;
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
+ } else if (defval.get_type() == Variant::QUATERNION) {
+ Quaternion val = defval;
+ inputs[i] = "n_in" + itos(node) + "p" + itos(i);
+ node_code += " vec4 " + inputs[i] + " = " + vformat("vec4(%.5f, %.5f, %.5f, %.5f);\n", val.x, val.y, val.z, val.w);
} else if (defval.get_type() == Variant::TRANSFORM3D) {
Transform3D val = defval;
val.basis.transpose();
@@ -1838,6 +1918,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
output_count += 3;
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ output_count += 4;
+ } break;
default:
break;
}
@@ -1865,6 +1948,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_3D:
outputs[i] = "vec3 " + var_name;
break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D:
+ outputs[i] = "vec4 " + var_name;
+ break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
outputs[i] = "bool " + var_name;
break;
@@ -1882,6 +1968,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
j += 3;
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ j += 4;
+ } break;
default:
break;
}
@@ -1904,6 +1993,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_3D:
code += " vec3 " + outputs[i] + ";\n";
break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D:
+ code += " vec4 " + outputs[i] + ";\n";
+ break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
code += " bool " + outputs[i] + ";\n";
break;
@@ -1921,6 +2013,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
j += 3;
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ j += 4;
+ } break;
default:
break;
}
@@ -1932,29 +2027,19 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
if (!node_code.is_empty()) {
code += node_name;
code += node_code;
- code += "\n";
}
for (int i = 0; i < output_count; i++) {
- bool new_line_inserted = false;
if (expanded_output_ports[i]) {
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
- if (!new_line_inserted) {
- code += "\n";
- new_line_inserted = true;
- }
String r = "n_out" + itos(node) + "p" + itos(i + 1);
code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
outputs[i + 1] = r;
}
if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
- if (!new_line_inserted) {
- code += "\n";
- new_line_inserted = true;
- }
String g = "n_out" + itos(node) + "p" + itos(i + 2);
code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
outputs[i + 2] = g;
@@ -1964,30 +2049,18 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
- if (!new_line_inserted) {
- code += "\n";
- new_line_inserted = true;
- }
String r = "n_out" + itos(node) + "p" + itos(i + 1);
code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
outputs[i + 1] = r;
}
if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
- if (!new_line_inserted) {
- code += "\n";
- new_line_inserted = true;
- }
String g = "n_out" + itos(node) + "p" + itos(i + 2);
code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
outputs[i + 2] = g;
}
if (vsnode->is_output_port_connected(i + 3) || (for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
- if (!new_line_inserted) {
- code += "\n";
- new_line_inserted = true;
- }
String b = "n_out" + itos(node) + "p" + itos(i + 3);
code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
outputs[i + 3] = b;
@@ -1995,12 +2068,43 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
i += 3;
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
+ String r = "n_out" + itos(node) + "p" + itos(i + 1);
+ code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
+ outputs[i + 1] = r;
+ }
+
+ if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
+ String g = "n_out" + itos(node) + "p" + itos(i + 2);
+ code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
+ outputs[i + 2] = g;
+ }
+
+ if (vsnode->is_output_port_connected(i + 3) || (for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
+ String b = "n_out" + itos(node) + "p" + itos(i + 3);
+ code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
+ outputs[i + 3] = b;
+ }
+
+ if (vsnode->is_output_port_connected(i + 4) || (for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component
+ String a = "n_out" + itos(node) + "p" + itos(i + 4);
+ code += " float " + a + " = n_out" + itos(node) + "p" + itos(i) + ".a;\n";
+ outputs[i + 4] = a;
+ }
+
+ i += 4;
+ } break;
default:
break;
}
}
}
+ if (!node_code.is_empty()) {
+ code += "\n";
+ }
+
code += "\n"; //
processed.insert(node);
@@ -2147,6 +2251,9 @@ void VisualShader::_update_shader() const {
case VaryingType::VARYING_TYPE_VECTOR_3D:
global_code += "vec3 ";
break;
+ case VaryingType::VARYING_TYPE_VECTOR_4D:
+ global_code += "vec4 ";
+ break;
case VaryingType::VARYING_TYPE_COLOR:
global_code += "vec4 ";
break;
@@ -2207,6 +2314,9 @@ void VisualShader::_update_shader() const {
case VaryingType::VARYING_TYPE_VECTOR_3D:
code2 += "vec3(0.0)";
break;
+ case VaryingType::VARYING_TYPE_VECTOR_4D:
+ code2 += "vec4(0.0)";
+ break;
case VaryingType::VARYING_TYPE_COLOR:
code2 += "vec4(0.0)";
break;
@@ -2447,21 +2557,6 @@ void VisualShader::_queue_update() {
call_deferred(SNAME("_update_shader"));
}
-void VisualShader::_input_type_changed(Type p_type, int p_id) {
- ERR_FAIL_INDEX(p_type, TYPE_MAX);
- //erase connections using this input, as type changed
- Graph *g = &graph[p_type];
-
- for (List<Connection>::Element *E = g->connections.front(); E;) {
- List<Connection>::Element *N = E->next();
- if (E->get().from_node == p_id) {
- g->connections.erase(E);
- g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
- }
- E = N;
- }
-}
-
void VisualShader::rebuild() {
dirty.set();
_update_shader();
@@ -2527,6 +2622,7 @@ void VisualShader::_bind_methods() {
BIND_ENUM_CONSTANT(VARYING_TYPE_FLOAT);
BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(VARYING_TYPE_COLOR);
BIND_ENUM_CONSTANT(VARYING_TYPE_TRANSFORM);
BIND_ENUM_CONSTANT(VARYING_TYPE_MAX);
@@ -2569,19 +2665,17 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
@@ -2590,7 +2684,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
// Node3D, Fragment
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
@@ -2598,8 +2692,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
@@ -2619,7 +2712,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
// Node3D, Light
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
@@ -2627,7 +2720,6 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "shadow_attenuation", "SHADOW_ATTENUATION" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
@@ -2648,8 +2740,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Canvas Item, Vertex
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
@@ -2657,16 +2748,14 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
// Canvas Item, Fragment
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" },
@@ -2676,42 +2765,34 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular_shininess", "SPECULAR_SHININESS.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
// Canvas Item, Light
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_color_alpha", "LIGHT_COLOR.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color", "LIGHT_COLOR" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "shadow", "SHADOW_MODULATE.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_MODULATE.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow", "SHADOW_MODULATE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular_shininess", "SPECULAR_SHININESS.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
// Particles, Start
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2721,13 +2802,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Particles, Start (Custom)
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2737,13 +2816,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Particles, Process
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2753,13 +2830,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Particles, Process (Custom)
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2771,13 +2846,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2790,8 +2863,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "half_res_color", "HALF_RES_COLOR.rgb" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "half_res_color", "HALF_RES_COLOR" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
@@ -2809,8 +2881,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" },
@@ -2836,20 +2907,20 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(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_2D, "viewport_size", "vec2(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Spatial, Fragment
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(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_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
@@ -2857,7 +2928,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
// Spatial, Light
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
@@ -2868,25 +2939,25 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(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_3D, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "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_2D, "screen_uv", "SCREEN_UV" },
{ 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_3D, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(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_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
@@ -2928,7 +2999,7 @@ int VisualShaderNodeInput::get_output_port_count() const {
}
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
- return get_input_type_by_name(input_name);
+ return p_port == 0 ? get_input_type_by_name(input_name) : PORT_TYPE_SCALAR;
}
String VisualShaderNodeInput::get_output_port_name(int p_port) const {
@@ -2939,6 +3010,22 @@ String VisualShaderNodeInput::get_caption() const {
return "Input";
}
+bool VisualShaderNodeInput::is_output_port_expandable(int p_port) const {
+ if (p_port == 0) {
+ switch (get_input_type_by_name(input_name)) {
+ case PORT_TYPE_VECTOR_2D:
+ return true;
+ case PORT_TYPE_VECTOR_3D:
+ return true;
+ case PORT_TYPE_VECTOR_4D:
+ return true;
+ default:
+ return false;
+ }
+ }
+ return false;
+}
+
String VisualShaderNodeInput::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 {
if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
return "";
@@ -2971,6 +3058,9 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T
case PORT_TYPE_VECTOR_3D: {
code = " " + p_output_vars[0] + " = vec3(0.0);\n";
} break;
+ case PORT_TYPE_VECTOR_4D: {
+ code = " " + p_output_vars[0] + " = vec4(0.0);\n";
+ } break;
case PORT_TYPE_BOOLEAN: {
code = " " + p_output_vars[0] + " = false;\n";
} break;
@@ -3106,7 +3196,7 @@ void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
}
if (port_list.is_empty()) {
- port_list = TTR("None");
+ port_list = RTR("None");
}
property.hint_string = port_list;
}
@@ -3187,6 +3277,8 @@ int VisualShaderNodeUniformRef::get_output_port_count() const {
return 1;
case UniformType::UNIFORM_TYPE_VECTOR3:
return 1;
+ case UniformType::UNIFORM_TYPE_VECTOR4:
+ return 1;
case UniformType::UNIFORM_TYPE_TRANSFORM:
return 1;
case UniformType::UNIFORM_TYPE_COLOR:
@@ -3211,6 +3303,8 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port
return PortType::PORT_TYPE_VECTOR_2D;
case UniformType::UNIFORM_TYPE_VECTOR3:
return PortType::PORT_TYPE_VECTOR_3D;
+ case UniformType::UNIFORM_TYPE_VECTOR4:
+ return PortType::PORT_TYPE_VECTOR_4D;
case UniformType::UNIFORM_TYPE_TRANSFORM:
return PortType::PORT_TYPE_TRANSFORM;
case UniformType::UNIFORM_TYPE_COLOR:
@@ -3240,6 +3334,8 @@ String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const {
return "";
case UniformType::UNIFORM_TYPE_VECTOR3:
return "";
+ case UniformType::UNIFORM_TYPE_VECTOR4:
+ return "";
case UniformType::UNIFORM_TYPE_TRANSFORM:
return "";
case UniformType::UNIFORM_TYPE_COLOR:
@@ -3312,6 +3408,8 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_b
return PORT_TYPE_VECTOR_2D;
case UniformType::UNIFORM_TYPE_VECTOR3:
return PORT_TYPE_VECTOR_3D;
+ case UniformType::UNIFORM_TYPE_VECTOR4:
+ return PORT_TYPE_VECTOR_4D;
case UniformType::UNIFORM_TYPE_TRANSFORM:
return PORT_TYPE_TRANSFORM;
case UniformType::UNIFORM_TYPE_COLOR:
@@ -3387,8 +3485,7 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_view_matrix", "MODELVIEW_MATRIX" },
@@ -3436,14 +3533,12 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
////////////////////////////////////////////////////////////////////////
// Canvas Item, Fragment.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal_map", "NORMAL_MAP" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
@@ -3452,16 +3547,14 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
////////////////////////////////////////////////////////////////////////
// Canvas Item, Light.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
////////////////////////////////////////////////////////////////////////
// Sky, Sky.
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fog", "FOG.rgb" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "fog_alpha", "FOG.a" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fog", "FOG" },
////////////////////////////////////////////////////////////////////////
// Fog, Fog.
@@ -3649,7 +3742,7 @@ String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::T
List<String> keyword_list;
ShaderLanguage::get_keyword_list(&keyword_list);
if (keyword_list.find(uniform_name)) {
- return TTR("Shader keywords cannot be used as uniform names.\nChoose another name.");
+ return RTR("Shader keywords cannot be used as uniform names.\nChoose another name.");
}
if (!is_qualifier_supported(qualifier)) {
String qualifier_str;
@@ -3665,11 +3758,11 @@ String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::T
default:
break;
}
- return vformat(TTR("This uniform type does not support the '%s' qualifier."), qualifier_str);
+ return vformat(RTR("This uniform type does not support the '%s' qualifier."), qualifier_str);
} else if (qualifier == Qualifier::QUAL_GLOBAL) {
RS::GlobalVariableType gvt = RS::get_singleton()->global_variable_get_type(uniform_name);
if (gvt == RS::GLOBAL_VAR_TYPE_MAX) {
- return vformat(TTR("Global uniform '%s' does not exist.\nCreate it in the Project Settings."), uniform_name);
+ return vformat(RTR("Global uniform '%s' does not exist.\nCreate it in the Project Settings."), uniform_name);
}
bool incompatible_type = false;
switch (gvt) {
@@ -3698,6 +3791,11 @@ String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::T
incompatible_type = true;
}
} break;
+ case RS::GLOBAL_VAR_TYPE_VEC4: {
+ if (!Object::cast_to<VisualShaderNodeVec4Uniform>(this)) {
+ incompatible_type = true;
+ }
+ } break;
case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
if (!Object::cast_to<VisualShaderNodeTransformUniform>(this)) {
incompatible_type = true;
@@ -3727,7 +3825,7 @@ String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::T
break;
}
if (incompatible_type) {
- return vformat(TTR("Global uniform '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), uniform_name);
+ return vformat(RTR("Global uniform '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), uniform_name);
}
}
@@ -4405,6 +4503,9 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad
case PORT_TYPE_VECTOR_3D:
tk = "vec3(0.0, 0.0, 0.0)";
break;
+ case PORT_TYPE_VECTOR_4D:
+ tk = "vec4(0.0, 0.0, 0.0, 0.0)";
+ break;
case PORT_TYPE_BOOLEAN:
tk = "false";
break;
@@ -4543,6 +4644,8 @@ String VisualShaderNodeVarying::get_type_str() const {
return "vec2";
case VisualShader::VARYING_TYPE_VECTOR_3D:
return "vec3";
+ case VisualShader::VARYING_TYPE_VECTOR_4D:
+ return "vec4";
case VisualShader::VARYING_TYPE_COLOR:
return "vec4";
case VisualShader::VARYING_TYPE_TRANSFORM:
@@ -4559,6 +4662,8 @@ VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualS
return PORT_TYPE_VECTOR_2D;
case VisualShader::VARYING_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
+ case VisualShader::VARYING_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
case VisualShader::VARYING_TYPE_COLOR:
if (p_port == 1) {
break; // scalar
@@ -4719,6 +4824,9 @@ String VisualShaderNodeVaryingGetter::generate_code(Shader::Mode p_mode, VisualS
case VisualShader::VARYING_TYPE_VECTOR_3D:
from = "vec3(0.0)";
break;
+ case VisualShader::VARYING_TYPE_VECTOR_4D:
+ from = "vec4(0.0)";
+ break;
case VisualShader::VARYING_TYPE_COLOR:
from = "vec3(0.0)";
from2 = "0.0";