summaryrefslogtreecommitdiff
path: root/scene/resources/visual_shader.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r--scene/resources/visual_shader.cpp151
1 files changed, 100 insertions, 51 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index ef380ab233..a23152a6d1 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -451,18 +451,29 @@ VisualShader::Type VisualShader::get_shader_type() const {
return current_type;
}
-void VisualShader::set_version(const String &p_version) {
- version = p_version;
+void VisualShader::set_engine_version(const Dictionary &p_engine_version) {
+ ERR_FAIL_COND(!p_engine_version.has("major"));
+ ERR_FAIL_COND(!p_engine_version.has("minor"));
+ engine_version["major"] = p_engine_version["major"];
+ engine_version["minor"] = p_engine_version["minor"];
}
-String VisualShader::get_version() const {
- return version;
+Dictionary VisualShader::get_engine_version() const {
+ return engine_version;
}
-void VisualShader::update_version(const String &p_new_version) {
- if (version == "") {
+#ifndef DISABLE_DEPRECATED
+
+void VisualShader::update_engine_version(const Dictionary &p_new_version) {
+ if (engine_version.is_empty()) { // before 4.0
for (int i = 0; i < TYPE_MAX; i++) {
for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
+ Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(E->get().node.ptr());
+ if (input.is_valid()) {
+ if (input->get_input_name() == "side") {
+ input->set_input_name("front_facing");
+ }
+ }
Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr());
if (expression.is_valid()) {
for (int j = 0; j < expression->get_input_port_count(); j++) {
@@ -491,9 +502,11 @@ void VisualShader::update_version(const String &p_new_version) {
}
}
}
- set_version(p_new_version);
+ set_engine_version(p_new_version);
}
+#endif /* DISABLE_DEPRECATED */
+
void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
ERR_FAIL_COND(p_node.is_null());
ERR_FAIL_COND(p_id < 2);
@@ -628,8 +641,8 @@ bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_p
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
const Graph *g = &graph[p_type];
- for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
- if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
+ for (const Connection &E : g->connections) {
+ if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
return true;
}
}
@@ -642,12 +655,12 @@ bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_nod
const VisualShader::Node &node = p_graph->nodes[p_node];
- for (const List<int>::Element *E = node.prev_connected_nodes.front(); E; E = E->next()) {
- if (E->get() == p_target) {
+ for (const int &E : node.prev_connected_nodes) {
+ if (E == p_target) {
return true;
}
- result = is_nodes_connected_relatively(p_graph, E->get(), p_target);
+ result = is_nodes_connected_relatively(p_graph, E, p_target);
if (result) {
break;
}
@@ -686,8 +699,8 @@ bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_po
return false;
}
- for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
- if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
+ for (const Connection &E : g->connections) {
+ if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
return false;
}
}
@@ -739,8 +752,8 @@ Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port,
ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform.");
- for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
- if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
+ for (const Connection &E : g->connections) {
+ if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
ERR_FAIL_V(ERR_ALREADY_EXISTS);
}
}
@@ -763,7 +776,7 @@ void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_por
ERR_FAIL_INDEX(p_type, TYPE_MAX);
Graph *g = &graph[p_type];
- for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
+ for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
g->connections.erase(E);
g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
@@ -780,12 +793,12 @@ Array VisualShader::_get_node_connections(Type p_type) const {
const Graph *g = &graph[p_type];
Array ret;
- for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
+ for (const Connection &E : g->connections) {
Dictionary d;
- d["from_node"] = E->get().from_node;
- d["from_port"] = E->get().from_port;
- d["to_node"] = E->get().to_node;
- d["to_port"] = E->get().to_port;
+ d["from_node"] = E.from_node;
+ d["from_port"] = E.from_port;
+ d["to_node"] = E.to_node;
+ d["to_port"] = E.to_port;
ret.push_back(d);
}
@@ -796,8 +809,8 @@ void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connect
ERR_FAIL_INDEX(p_type, TYPE_MAX);
const Graph *g = &graph[p_type];
- for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
- r_connections->push_back(E->get());
+ for (const Connection &E : g->connections) {
+ r_connections->push_back(E);
}
}
@@ -1190,11 +1203,11 @@ bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
String index = name.get_slicec('/', 2);
if (index == "connections") {
Vector<int> conns;
- for (const List<Connection>::Element *E = graph[type].connections.front(); E; E = E->next()) {
- conns.push_back(E->get().from_node);
- conns.push_back(E->get().from_port);
- conns.push_back(E->get().to_node);
- conns.push_back(E->get().to_port);
+ for (const Connection &E : graph[type].connections) {
+ conns.push_back(E.from_node);
+ conns.push_back(E.from_port);
+ conns.push_back(E.to_node);
+ conns.push_back(E.to_port);
}
r_ret = conns;
@@ -1791,8 +1804,8 @@ void VisualShader::_update_shader() const {
ERR_FAIL_COND(err != OK);
if (emitters.has(i)) {
- for (List<int>::Element *E = emitters[i].front(); E; E = E->next()) {
- err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E->get(), processed, false, classes);
+ for (int &E : emitters[i]) {
+ err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
ERR_FAIL_COND(err != OK);
}
}
@@ -2007,8 +2020,8 @@ void VisualShader::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
- ClassDB::bind_method(D_METHOD("set_version", "version"), &VisualShader::set_version);
- ClassDB::bind_method(D_METHOD("get_version"), &VisualShader::get_version);
+ ClassDB::bind_method(D_METHOD("set_engine_version", "version"), &VisualShader::set_engine_version);
+ ClassDB::bind_method(D_METHOD("get_engine_version"), &VisualShader::get_engine_version);
ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
@@ -2016,7 +2029,7 @@ void VisualShader::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
- ADD_PROPERTY(PropertyInfo(Variant::STRING, "version", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_version", "get_version");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "engine_version", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_engine_version", "get_engine_version");
ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
@@ -2059,7 +2072,9 @@ VisualShader::VisualShader() {
///////////////////////////////////////////////////////////
const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
- // Spatial, Vertex
+ // Node3D
+
+ // Node3D, Vertex
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
@@ -2069,6 +2084,10 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "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_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, "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_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
@@ -2079,7 +2098,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
- // Spatial, Fragment
+ // Node3D, Fragment
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
@@ -2092,7 +2111,6 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
{ 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", "float(FRONT_FACING ? 1.0 : 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
@@ -2103,11 +2121,14 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_roughness_texture", "NORMAL_ROUGHNESS_TEXTURE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
- // Spatial, Light
+ // Node3D, Light
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
+ { 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(UV2, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
@@ -2127,6 +2148,8 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
+ // Canvas Item
+
// 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)" },
@@ -2139,6 +2162,8 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen", "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, "instance_custom", "INSTANCE_CUSTOM.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
// Canvas Item, Fragment
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
@@ -2157,6 +2182,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "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_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
// Canvas Item, Light
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
@@ -2170,7 +2196,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ 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, "light_position", "LIGHT_POSITION" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vertex", "LIGHT_VERTEX" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_MODULATE.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "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, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
@@ -2586,8 +2612,8 @@ void VisualShaderNodeUniformRef::clear_uniforms() {
}
bool VisualShaderNodeUniformRef::has_uniform(const String &p_name) {
- for (List<VisualShaderNodeUniformRef::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().name == p_name) {
+ for (const VisualShaderNodeUniformRef::Uniform &E : uniforms) {
+ if (E.name == p_name) {
return true;
}
}
@@ -2810,7 +2836,11 @@ VisualShaderNodeUniformRef::VisualShaderNodeUniformRef() {
////////////////////////////////////////////
const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
- // Spatial, Vertex
+ ////////////////////////////////////////////////////////////////////////
+ // Node3D.
+ ////////////////////////////////////////////////////////////////////////
+ // Node3D, Vertex.
+ ////////////////////////////////////////////////////////////////////////
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
@@ -2821,9 +2851,9 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_view_matrix", "MODELVIEW_MATRIX" },
-
- // Spatial, Fragment
-
+ ////////////////////////////////////////////////////////////////////////
+ // Node3D, Fragment.
+ ////////////////////////////////////////////////////////////////////////
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
@@ -2847,29 +2877,48 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor_threshold", "ALPHA_SCISSOR_THRESHOLD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
-
- // Spatial, Light
+ ////////////////////////////////////////////////////////////////////////
+ // Node3D, Light.
+ ////////////////////////////////////////////////////////////////////////
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
- // Canvas Item, Vertex
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
+
+ ////////////////////////////////////////////////////////////////////////
+ // Canvas Item.
+ ////////////////////////////////////////////////////////////////////////
+ // Canvas Item, Vertex.
+ ////////////////////////////////////////////////////////////////////////
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- // Canvas Item, Fragment
+ { 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, "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, "normal", "NORMAL" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
- // Canvas Item, Light
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vertex", "LIGHT_VERTEX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_vertex", "SHADOW_VERTEX:xy" },
+ ////////////////////////////////////////////////////////////////////////
+ // Canvas Item, Light.
+ ////////////////////////////////////////////////////////////////////////
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
- // Sky, Sky
+ ////////////////////////////////////////////////////////////////////////
+ // Sky, Sky.
+ ////////////////////////////////////////////////////////////////////////
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "fog", "FOG.rgb" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "fog_alpha", "FOG.a" },
+ ////////////////////////////////////////////////////////////////////////
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
};