diff options
Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r-- | scene/resources/visual_shader.cpp | 821 |
1 files changed, 544 insertions, 277 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 4bc62e7617..1683756a3e 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -53,8 +53,98 @@ int VisualShaderNode::get_output_port_for_preview() const { return port_preview; } -void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) { - default_input_values[p_port] = p_value; +void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) { + Variant value = p_value; + + if (p_prev_value.get_type() != Variant::NIL) { + switch (p_value.get_type()) { + case Variant::FLOAT: { + switch (p_prev_value.get_type()) { + case Variant::INT: { + value = (float)p_prev_value; + } break; + case Variant::FLOAT: { + value = p_prev_value; + } break; + case Variant::VECTOR2: { + Vector2 pv = p_prev_value; + value = pv.x; + } break; + case Variant::VECTOR3: { + Vector3 pv = p_prev_value; + value = pv.x; + } break; + default: + break; + } + } break; + case Variant::INT: { + switch (p_prev_value.get_type()) { + case Variant::INT: { + value = p_prev_value; + } break; + case Variant::FLOAT: { + value = (int)p_prev_value; + } break; + case Variant::VECTOR2: { + Vector2 pv = p_prev_value; + value = (int)pv.x; + } break; + case Variant::VECTOR3: { + Vector3 pv = p_prev_value; + value = (int)pv.x; + } break; + default: + break; + } + } break; + case Variant::VECTOR2: { + switch (p_prev_value.get_type()) { + case Variant::INT: { + float pv = (float)(int)p_prev_value; + value = Vector2(pv, pv); + } break; + case Variant::FLOAT: { + float pv = p_prev_value; + value = Vector2(pv, pv); + } break; + case Variant::VECTOR2: { + value = p_prev_value; + } break; + case Variant::VECTOR3: { + Vector3 pv = p_prev_value; + value = Vector2(pv.x, pv.y); + } break; + default: + break; + } + } break; + case Variant::VECTOR3: { + switch (p_prev_value.get_type()) { + case Variant::INT: { + float pv = (float)(int)p_prev_value; + value = Vector3(pv, pv, pv); + } break; + case Variant::FLOAT: { + float pv = p_prev_value; + value = Vector3(pv, pv, pv); + } break; + case Variant::VECTOR2: { + Vector2 pv = p_prev_value; + value = Vector3(pv.x, pv.y, 0.0); + } break; + case Variant::VECTOR3: { + value = p_prev_value; + } break; + default: + break; + } + } break; + default: + break; + } + } + default_input_values[p_port] = value; emit_changed(); } @@ -156,8 +246,15 @@ int VisualShaderNode::get_expanded_output_port_count() const { int count2 = count; for (int i = 0; i < count; i++) { if (is_output_port_expandable(i) && _is_output_port_expanded(i)) { - if (get_output_port_type(i) == PORT_TYPE_VECTOR) { - count2 += 3; + switch (get_output_port_type(i)) { + case PORT_TYPE_VECTOR_2D: { + count2 += 2; + } break; + case PORT_TYPE_VECTOR_3D: { + count2 += 3; + } break; + default: + break; } } } @@ -245,7 +342,7 @@ void VisualShaderNode::_bind_methods() { ClassDB::bind_method(D_METHOD("_set_output_ports_expanded", "values"), &VisualShaderNode::_set_output_ports_expanded); ClassDB::bind_method(D_METHOD("_get_output_ports_expanded"), &VisualShaderNode::_get_output_ports_expanded); - ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value); + ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value", "prev_value"), &VisualShaderNode::set_input_port_default_value, DEFVAL(Variant())); ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value); ClassDB::bind_method(D_METHOD("remove_input_port_default_value", "port"), &VisualShaderNode::remove_input_port_default_value); @@ -261,7 +358,8 @@ void VisualShaderNode::_bind_methods() { BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR); BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT); - BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR); + BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D); + BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D); BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN); BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM); BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER); @@ -385,9 +483,9 @@ String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, Vis return ""; } -void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value) { +void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) { if (!is_initialized) { - VisualShaderNode::set_input_port_default_value(p_port, p_value); + VisualShaderNode::set_input_port_default_value(p_port, p_value, p_prev_value); } } @@ -484,24 +582,48 @@ void VisualShader::update_engine_version(const Dictionary &p_new_version) { if (expression.is_valid()) { for (int j = 0; j < expression->get_input_port_count(); j++) { int type = expression->get_input_port_type(j); - if (type > 0) { // + PORT_TYPE_SCALAR_INT - type += 1; + if (type > 0) { // + PORT_TYPE_SCALAR_INT + PORT_TYPE_VECTOR_2D + type += 2; } expression->set_input_port_type(j, type); } for (int j = 0; j < expression->get_output_port_count(); j++) { int type = expression->get_output_port_type(j); - if (type > 0) { // + PORT_TYPE_SCALAR_INT - type += 1; + if (type > 0) { // + PORT_TYPE_SCALAR_INT + PORT_TYPE_VECTOR_2D + type += 2; } expression->set_output_port_type(j, type); } } + Ref<VisualShaderNodeStep> step = Object::cast_to<VisualShaderNodeStep>(E.value.node.ptr()); + if (step.is_valid()) { + int op_type = int(step->get_op_type()); + if (int(op_type) > 0) { // + OP_TYPE_VECTOR_2D + OP_TYPE_VECTOR_2D_SCALAR + op_type += 2; + } + step->set_op_type(VisualShaderNodeStep::OpType(op_type)); + } + Ref<VisualShaderNodeSmoothStep> sstep = Object::cast_to<VisualShaderNodeSmoothStep>(E.value.node.ptr()); + if (sstep.is_valid()) { + int op_type = int(sstep->get_op_type()); + if (int(op_type) > 0) { // + OP_TYPE_VECTOR_2D + OP_TYPE_VECTOR_2D_SCALAR + op_type += 2; + } + sstep->set_op_type(VisualShaderNodeSmoothStep::OpType(op_type)); + } + Ref<VisualShaderNodeMix> mix = Object::cast_to<VisualShaderNodeMix>(E.value.node.ptr()); + if (mix.is_valid()) { + int op_type = int(mix->get_op_type()); + if (int(op_type) > 0) { // + OP_TYPE_VECTOR_2D + OP_TYPE_VECTOR_2D_SCALAR + op_type += 2; + } + mix->set_op_type(VisualShaderNodeMix::OpType(op_type)); + } Ref<VisualShaderNodeCompare> compare = Object::cast_to<VisualShaderNodeCompare>(E.value.node.ptr()); if (compare.is_valid()) { int ctype = int(compare->get_comparison_type()); - if (int(ctype) > 0) { // + PORT_TYPE_SCALAR_INT - ctype += 1; + if (int(ctype) > 0) { // + CTYPE_SCALAR_INT + CTYPE_VECTOR_2D + ctype += 2; } compare->set_comparison_type(VisualShaderNodeCompare::ComparisonType(ctype)); } @@ -719,7 +841,7 @@ bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_po } bool VisualShader::is_port_types_compatible(int p_a, int p_b) const { - return MAX(0, p_a - 3) == (MAX(0, p_b - 3)); + return MAX(0, p_a - 4) == (MAX(0, p_b - 4)); } void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) { @@ -953,15 +1075,27 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port Error err = _write_node(p_type, global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes); ERR_FAIL_COND_V(err != OK, String()); - if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) { - code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " );\n"; - } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR_INT) { - code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n"; - } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) { - code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n"; - } else { - code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n"; + switch (node->get_output_port_type(p_port)) { + case VisualShaderNode::PORT_TYPE_SCALAR: { + code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ");\n"; + } break; + case VisualShaderNode::PORT_TYPE_SCALAR_INT: { + code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n"; + } break; + case VisualShaderNode::PORT_TYPE_BOOLEAN: { + code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n"; + } break; + case VisualShaderNode::PORT_TYPE_VECTOR_2D: { + code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n"; + } break; + case VisualShaderNode::PORT_TYPE_VECTOR_3D: { + code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n"; + } break; + default: { + code += " COLOR.rgb = vec3(0.0);\n"; + } break; } + code += "}\n"; //set code secretly @@ -972,10 +1106,6 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port return final_code; } -#define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z')) - -#define IS_SYMBOL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z') || ((m_d) >= '0' && (m_d) <= '9') || (m_d) == '_') - String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const { String name = p_port_name; @@ -983,7 +1113,7 @@ String VisualShader::validate_port_name(const String &p_port_name, VisualShaderN return String(); } - while (name.length() && !IS_INITIAL_CHAR(name[0])) { + while (name.length() && !is_ascii_char(name[0])) { name = name.substr(1, name.length() - 1); } @@ -991,7 +1121,7 @@ String VisualShader::validate_port_name(const String &p_port_name, VisualShaderN String valid_name; for (int i = 0; i < name.length(); i++) { - if (IS_SYMBOL_CHAR(name[i])) { + if (is_ascii_identifier_char(name[i])) { valid_name += String::chr(name[i]); } else if (name[i] == ' ') { valid_name += "_"; @@ -1028,14 +1158,14 @@ String VisualShader::validate_port_name(const String &p_port_name, VisualShaderN String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const { String name = p_name; //validate name first - while (name.length() && !IS_INITIAL_CHAR(name[0])) { + while (name.length() && !is_ascii_char(name[0])) { name = name.substr(1, name.length() - 1); } if (!name.is_empty()) { String valid_name; for (int i = 0; i < name.length(); i++) { - if (IS_SYMBOL_CHAR(name[i])) { + if (is_ascii_identifier_char(name[i])) { valid_name += String::chr(name[i]); } else if (name[i] == ' ') { valid_name += "_"; @@ -1072,7 +1202,7 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua if (exists) { //remove numbers, put new and try again attempt++; - while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') { + while (name.length() && is_digit(name[name.length() - 1])) { name = name.substr(0, name.length() - 1); } ERR_FAIL_COND_V(name.is_empty(), String()); @@ -1406,30 +1536,102 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui } } else if (in_type == out_type) { inputs[i] = src_var; - } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) { - inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))"; - } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_VECTOR) { - inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))"; - } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) { - inputs[i] = "vec3(" + src_var + ")"; - } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) { - inputs[i] = "vec3(float(" + src_var + "))"; - } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) { - inputs[i] = "all(bvec3(" + src_var + "))"; - } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) { - inputs[i] = src_var + " > 0.0 ? true : false"; - } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) { - inputs[i] = src_var + " > 0 ? true : false"; - } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) { - inputs[i] = "(" + src_var + " ? 1.0 : 0.0)"; - } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) { - inputs[i] = "(" + src_var + " ? 1 : 0)"; - } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) { - inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)"; - } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) { - inputs[i] = "float(" + src_var + ")"; - } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_SCALAR) { - inputs[i] = "int(" + src_var + ")"; + } else { + switch (in_type) { + case VisualShaderNode::PORT_TYPE_SCALAR: { + switch (out_type) { + case VisualShaderNode::PORT_TYPE_SCALAR_INT: { + inputs[i] = "float(" + src_var + ")"; + } break; + case VisualShaderNode::PORT_TYPE_BOOLEAN: { + 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))"; + } break; + case VisualShaderNode::PORT_TYPE_VECTOR_3D: { + inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))"; + } break; + default: + break; + } + } break; + case VisualShaderNode::PORT_TYPE_SCALAR_INT: { + switch (out_type) { + case VisualShaderNode::PORT_TYPE_SCALAR: { + inputs[i] = "int(" + src_var + ")"; + } break; + case VisualShaderNode::PORT_TYPE_BOOLEAN: { + inputs[i] = "(" + src_var + " ? 1 : 0)"; + } break; + case VisualShaderNode::PORT_TYPE_VECTOR_2D: { + inputs[i] = "dot(float(" + src_var + "), vec2(0.333333, 0.333333))"; + } break; + case VisualShaderNode::PORT_TYPE_VECTOR_3D: { + inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))"; + } break; + default: + break; + } + } break; + case VisualShaderNode::PORT_TYPE_BOOLEAN: { + switch (out_type) { + case VisualShaderNode::PORT_TYPE_SCALAR: { + inputs[i] = src_var + " > 0.0 ? true : false"; + } break; + case VisualShaderNode::PORT_TYPE_SCALAR_INT: { + inputs[i] = src_var + " > 0 ? true : false"; + } break; + case VisualShaderNode::PORT_TYPE_VECTOR_2D: { + inputs[i] = "all(bvec2(" + src_var + "))"; + } break; + case VisualShaderNode::PORT_TYPE_VECTOR_3D: { + inputs[i] = "all(bvec3(" + src_var + "))"; + } break; + default: + break; + } + } break; + case VisualShaderNode::PORT_TYPE_VECTOR_2D: { + switch (out_type) { + case VisualShaderNode::PORT_TYPE_SCALAR: { + inputs[i] = "vec2(" + src_var + ")"; + } break; + case VisualShaderNode::PORT_TYPE_SCALAR_INT: { + inputs[i] = "vec2(float(" + src_var + "))"; + } break; + case VisualShaderNode::PORT_TYPE_BOOLEAN: { + inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)"; + } break; + case VisualShaderNode::PORT_TYPE_VECTOR_3D: { + inputs[i] = "vec2(" + src_var + ".xy)"; + } break; + default: + break; + } + } break; + + case VisualShaderNode::PORT_TYPE_VECTOR_3D: { + switch (out_type) { + case VisualShaderNode::PORT_TYPE_SCALAR: { + inputs[i] = "vec3(" + src_var + ")"; + } break; + case VisualShaderNode::PORT_TYPE_SCALAR_INT: { + inputs[i] = "vec3(float(" + src_var + "))"; + } break; + case VisualShaderNode::PORT_TYPE_BOOLEAN: { + inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)"; + } break; + case VisualShaderNode::PORT_TYPE_VECTOR_2D: { + inputs[i] = "vec3(" + src_var + ", 0.0)"; + } break; + default: + break; + } + } break; + default: + break; + } } } else { if (!vsnode->is_generate_input_var(i)) { @@ -1449,6 +1651,10 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui bool val = defval; inputs[i] = "n_in" + itos(node) + "p" + itos(i); node_code += " bool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n"; + } else if (defval.get_type() == Variant::VECTOR2) { + Vector2 val = defval; + inputs[i] = "n_in" + itos(node) + "p" + itos(i); + node_code += " vec2 " + inputs[i] + " = " + vformat("vec2(%.5f, %.5f);\n", val.x, val.y); } else if (defval.get_type() == Variant::VECTOR3) { Vector3 val = defval; inputs[i] = "n_in" + itos(node) + "p" + itos(i); @@ -1485,8 +1691,15 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui if (vsnode->is_output_port_expandable(i) && vsnode->_is_output_port_expanded(i)) { expanded = true; - if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) { - output_count += 3; + switch (vsnode->get_output_port_type(i)) { + case VisualShaderNode::PORT_TYPE_VECTOR_2D: { + output_count += 2; + } break; + case VisualShaderNode::PORT_TYPE_VECTOR_3D: { + output_count += 3; + } break; + default: + break; } } expanded_output_ports.insert(i, expanded); @@ -1506,7 +1719,10 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui case VisualShaderNode::PORT_TYPE_SCALAR_INT: outputs[i] = "int " + var_name; break; - case VisualShaderNode::PORT_TYPE_VECTOR: + case VisualShaderNode::PORT_TYPE_VECTOR_2D: + outputs[i] = "vec2 " + var_name; + break; + case VisualShaderNode::PORT_TYPE_VECTOR_3D: outputs[i] = "vec3 " + var_name; break; case VisualShaderNode::PORT_TYPE_BOOLEAN: @@ -1515,12 +1731,19 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui case VisualShaderNode::PORT_TYPE_TRANSFORM: outputs[i] = "mat4 " + var_name; break; - default: { - } + default: + break; } if (expanded_output_ports[i]) { - if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) { - j += 3; + switch (vsnode->get_output_port_type(i)) { + case VisualShaderNode::PORT_TYPE_VECTOR_2D: { + j += 2; + } break; + case VisualShaderNode::PORT_TYPE_VECTOR_3D: { + j += 3; + } break; + default: + break; } } } @@ -1535,7 +1758,10 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui case VisualShaderNode::PORT_TYPE_SCALAR_INT: code += " int " + outputs[i] + ";\n"; break; - case VisualShaderNode::PORT_TYPE_VECTOR: + case VisualShaderNode::PORT_TYPE_VECTOR_2D: + code += " vec2 " + outputs[i] + ";\n"; + break; + case VisualShaderNode::PORT_TYPE_VECTOR_3D: code += " vec3 " + outputs[i] + ";\n"; break; case VisualShaderNode::PORT_TYPE_BOOLEAN: @@ -1544,12 +1770,19 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui case VisualShaderNode::PORT_TYPE_TRANSFORM: code += " mat4 " + outputs[i] + ";\n"; break; - default: { - } + default: + break; } if (expanded_output_ports[i]) { - if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) { - j += 3; + switch (vsnode->get_output_port_type(i)) { + case VisualShaderNode::PORT_TYPE_VECTOR_2D: { + j += 2; + } break; + case VisualShaderNode::PORT_TYPE_VECTOR_3D: { + j += 3; + } break; + default: + break; } } } @@ -1565,38 +1798,65 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui for (int i = 0; i < output_count; i++) { bool new_line_inserted = false; if (expanded_output_ports[i]) { - if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) { - 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; + 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; } - 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; + 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; + } + + i += 2; + } 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; } - 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; + 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; } - 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; - } - i += 3; + 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; + } + + i += 3; + } break; + default: + break; } } } @@ -2062,17 +2322,17 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { // 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" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" }, - { 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(UV2, 0.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" }, + { 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_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_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_SCALAR, "roughness", "ROUGHNESS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, @@ -2082,29 +2342,29 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { 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_SCALAR, "time", "TIME" }, - { 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_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" }, // 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" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" }, + { 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" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" }, + { 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, "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_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, "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" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" }, { 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(VIEWPORT_SIZE, 0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" }, { 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" }, @@ -2112,18 +2372,18 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" }, // 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" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" }, + { 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" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" }, + { 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, "albedo", "ALBEDO" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "backlight", "BACKLIGHT" }, - { 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" }, + { 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" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, @@ -2132,75 +2392,75 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, - { 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_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" }, { 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)" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, + { 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_SCALAR, "point_size", "POINT_SIZE" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" }, + { 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, "world", "WORLD_MATRIX" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas", "CANVAS_MATRIX" }, { 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_VECTOR_3D, "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" }, - { 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", "COLOR.rgb" }, + { 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_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, "screen_uv", "vec3(SCREEN_UV, 0.0)" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" }, + { 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_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" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" }, { 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, "specular_shininess", "SPECULAR_SHININESS.rgb" }, + { 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_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" }, + { 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, "fragcoord", "FRAGCOORD.xyz" }, - { 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", "NORMAL" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, + { 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_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, "light", "LIGHT.rgb" }, + { 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, "light_color", "LIGHT_COLOR.rgb" }, + { 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, "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", "SHADOW_MODULATE.rgb" }, + { 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, "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)" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" }, + { 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_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, "specular_shininess", "SPECULAR_SHININESS.rgb" }, + { 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" }, // Particles, Start - { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, + { 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, "velocity", "VELOCITY" }, + { 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, "custom", "CUSTOM.rgb" }, + { 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_TRANSFORM, "transform", "TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, @@ -2210,13 +2470,13 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Particles, Start (Custom) - { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, + { 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, "velocity", "VELOCITY" }, + { 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, "custom", "CUSTOM.rgb" }, + { 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_TRANSFORM, "transform", "TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, @@ -2226,13 +2486,13 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Particles, Process - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, + { 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, "velocity", "VELOCITY" }, + { 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, "custom", "CUSTOM.rgb" }, + { 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_TRANSFORM, "transform", "TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, @@ -2242,13 +2502,13 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Particles, Process (Custom) - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, + { 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, "velocity", "VELOCITY" }, + { 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, "custom", "CUSTOM.rgb" }, + { 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_TRANSFORM, "transform", "TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, @@ -2258,15 +2518,15 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Particles, Collide - { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" }, + { 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, "collision_normal", "COLLISION_NORMAL" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, + { 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, "velocity", "VELOCITY" }, + { 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, "custom", "CUSTOM.rgb" }, + { 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_TRANSFORM, "transform", "TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, @@ -2279,39 +2539,39 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" }, { 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, "eyedir", "EYEDIR" }, - { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "half_res_color", "HALF_RES_COLOR.rgb" }, + { 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, "light0_color", "LIGHT0_COLOR" }, - { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light0_direction", "LIGHT0_DIRECTION" }, + { 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" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" }, - { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light1_color", "LIGHT1_COLOR" }, - { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light1_direction", "LIGHT1_DIRECTION" }, + { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_color", "LIGHT1_COLOR" }, + { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_direction", "LIGHT1_DIRECTION" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" }, - { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light2_color", "LIGHT2_COLOR" }, - { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light2_direction", "LIGHT2_DIRECTION" }, + { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_color", "LIGHT2_COLOR" }, + { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_direction", "LIGHT2_DIRECTION" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" }, - { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light3_color", "LIGHT3_COLOR" }, - { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light3_direction", "LIGHT3_DIRECTION" }, + { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_color", "LIGHT3_COLOR" }, + { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_direction", "LIGHT3_DIRECTION" }, { 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, "position", "POSITION" }, - { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "quarter_res_color", "QUARTER_RES_COLOR.rgb" }, + { 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_SAMPLER, "radiance", "RADIANCE" }, - { 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_VECTOR, "sky_coords", "vec3(SKY_COORDS, 0.0)" }, + { 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" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Fog, Fog - { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "world_position", "WORLD_POSITION" }, - { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "object_position", "OBJECT_POSITION" }, - { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "uvw", "UVW" }, - { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "extents", "EXTENTS" }, + { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" }, + { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" }, + { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" }, + { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "extents", "EXTENTS" }, { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" }, { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, @@ -2321,64 +2581,64 @@ 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_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" }, + { 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_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_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, "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)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" }, - { 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_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" }, + { 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_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_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" }, + { 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)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Spatial, Light - { 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_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" }, + { 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" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" }, { 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_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_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_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" }, + { 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_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_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, "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_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" }, + { 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_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_VECTOR_2D, "screen_uv", "SCREEN_UV" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Particles @@ -2391,7 +2651,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = { // 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_VECTOR_2D, "screen_uv", "SCREEN_UV" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Fog @@ -2455,7 +2715,10 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T case PORT_TYPE_SCALAR_INT: { code = " " + p_output_vars[0] + " = 0;\n"; } break; - case PORT_TYPE_VECTOR: { + case PORT_TYPE_VECTOR_2D: { + code = " " + p_output_vars[0] + " = vec2(0.0);\n"; + } break; + case PORT_TYPE_VECTOR_3D: { code = " " + p_output_vars[0] + " = vec3(0.0);\n"; } break; case PORT_TYPE_BOOLEAN: { @@ -2670,7 +2933,9 @@ int VisualShaderNodeUniformRef::get_output_port_count() const { return 1; case UniformType::UNIFORM_TYPE_BOOLEAN: return 1; - case UniformType::UNIFORM_TYPE_VECTOR: + case UniformType::UNIFORM_TYPE_VECTOR2: + return 1; + case UniformType::UNIFORM_TYPE_VECTOR3: return 1; case UniformType::UNIFORM_TYPE_TRANSFORM: return 1; @@ -2692,13 +2957,15 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port return PortType::PORT_TYPE_SCALAR_INT; case UniformType::UNIFORM_TYPE_BOOLEAN: return PortType::PORT_TYPE_BOOLEAN; - case UniformType::UNIFORM_TYPE_VECTOR: - return PortType::PORT_TYPE_VECTOR; + case UniformType::UNIFORM_TYPE_VECTOR2: + return PortType::PORT_TYPE_VECTOR_2D; + case UniformType::UNIFORM_TYPE_VECTOR3: + return PortType::PORT_TYPE_VECTOR_3D; case UniformType::UNIFORM_TYPE_TRANSFORM: return PortType::PORT_TYPE_TRANSFORM; case UniformType::UNIFORM_TYPE_COLOR: if (p_port == 0) { - return PortType::PORT_TYPE_VECTOR; + return PortType::PORT_TYPE_VECTOR_3D; } else if (p_port == 1) { return PORT_TYPE_SCALAR; } @@ -2719,7 +2986,9 @@ String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const { return ""; case UniformType::UNIFORM_TYPE_BOOLEAN: return ""; - case UniformType::UNIFORM_TYPE_VECTOR: + case UniformType::UNIFORM_TYPE_VECTOR2: + return ""; + case UniformType::UNIFORM_TYPE_VECTOR3: return ""; case UniformType::UNIFORM_TYPE_TRANSFORM: return ""; @@ -2789,12 +3058,14 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_b return PORT_TYPE_SCALAR_INT; case UniformType::UNIFORM_TYPE_SAMPLER: return PORT_TYPE_SAMPLER; - case UniformType::UNIFORM_TYPE_VECTOR: - return PORT_TYPE_VECTOR; + case UniformType::UNIFORM_TYPE_VECTOR2: + return PORT_TYPE_VECTOR_2D; + case UniformType::UNIFORM_TYPE_VECTOR3: + return PORT_TYPE_VECTOR_3D; case UniformType::UNIFORM_TYPE_TRANSFORM: return PORT_TYPE_TRANSFORM; case UniformType::UNIFORM_TYPE_COLOR: - return PORT_TYPE_VECTOR; + return PORT_TYPE_VECTOR_3D; default: break; } @@ -2808,26 +3079,19 @@ String VisualShaderNodeUniformRef::generate_code(Shader::Mode p_mode, VisualShad if (uniform_name == "[None]") { return " " + p_output_vars[0] + " = 0.0;\n"; } - return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; - case UniformType::UNIFORM_TYPE_INT: - return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; - case UniformType::UNIFORM_TYPE_BOOLEAN: - return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; - case UniformType::UNIFORM_TYPE_VECTOR: - return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; - case UniformType::UNIFORM_TYPE_TRANSFORM: - return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + break; case UniformType::UNIFORM_TYPE_COLOR: { String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n"; code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n"; return code; } break; case UniformType::UNIFORM_TYPE_SAMPLER: - break; + return String(); default: break; } - return ""; + + return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } void VisualShaderNodeUniformRef::_set_uniform_type(int p_uniform_type) { @@ -2867,29 +3131,29 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { //////////////////////////////////////////////////////////////////////// // 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" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "UV2:xy" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" }, + { 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_SCALAR, "roughness", "ROUGHNESS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_view_matrix", "MODELVIEW_MATRIX" }, //////////////////////////////////////////////////////////////////////// // Node3D, Fragment. //////////////////////////////////////////////////////////////////////// - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "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" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "emission", "EMISSION" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal_map", "NORMAL_MAP" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" }, @@ -2897,17 +3161,17 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "anisotropy_flow", "ANISOTROPY_FLOW:xy" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "anisotropy_flow", "ANISOTROPY_FLOW" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "backlight", "BACKLIGHT" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" }, { 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" }, //////////////////////////////////////////////////////////////////////// // 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" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" }, //////////////////////////////////////////////////////////////////////// @@ -2915,41 +3179,41 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { //////////////////////////////////////////////////////////////////////// // 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_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_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_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, "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_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" }, - { 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" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "shadow_vertex", "SHADOW_VERTEX" }, //////////////////////////////////////////////////////////////////////// // 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_VECTOR_3D, "light", "LIGHT.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" }, //////////////////////////////////////////////////////////////////////// // Sky, Sky. //////////////////////////////////////////////////////////////////////// - { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" }, + { 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, "fog", "FOG.rgb" }, + { 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" }, //////////////////////////////////////////////////////////////////////// // Fog, Fog. //////////////////////////////////////////////////////////////////////// { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "density", "DENSITY" }, - { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" }, - { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" }, + { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" }, + { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "emission", "EMISSION" }, //////////////////////////////////////////////////////////////////////// { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr }, @@ -3044,7 +3308,7 @@ String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader:: if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { if (!p_input_vars[count].is_empty()) { String s = ports[idx].string; - if (s.find(":") != -1) { + if (s.contains(":")) { code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n"; } else { code += " " + s + " = " + p_input_vars[count] + ";\n"; @@ -3880,7 +4144,10 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad case PORT_TYPE_SCALAR_INT: tk = "0"; break; - case PORT_TYPE_VECTOR: + case PORT_TYPE_VECTOR_2D: + tk = "vec2(0.0, 0.0)"; + break; + case PORT_TYPE_VECTOR_3D: tk = "vec3(0.0, 0.0, 0.0)"; break; case PORT_TYPE_BOOLEAN: |