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Diffstat (limited to 'scene/resources/visual_shader_nodes.cpp')
-rw-r--r--scene/resources/visual_shader_nodes.cpp608
1 files changed, 453 insertions, 155 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 2e58c512b8..8f0e0058ea 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -187,7 +187,7 @@ String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
- code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.r, constant.g, constant.b) + ";\n";
+ code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
return code;
@@ -253,7 +253,7 @@ String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.x, constant.y, constant.z) + ";\n";
+ return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
}
void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) {
@@ -319,10 +319,10 @@ String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, Vis
t.basis.transpose();
String code = "\t" + p_output_vars[0] + " = mat4(";
- code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[0].x, t.basis[0].y, t.basis[0].z);
- code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[1].x, t.basis[1].y, t.basis[1].z);
- code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[2].x, t.basis[2].y, t.basis[2].z);
- code += vformat("vec4(%.6f,%.6f,%.6f,1.0) );\n", t.origin.x, t.origin.y, t.origin.z);
+ code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
+ code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
+ code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
+ code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
return code;
}
@@ -386,7 +386,7 @@ String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
case 1:
return "lod";
case 2:
- return "sampler";
+ return "sampler2D";
default:
return "";
}
@@ -440,7 +440,7 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade
case TYPE_COLOR: u += " : hint_albedo"; break;
case TYPE_NORMALMAP: u += " : hint_normal"; break;
}
- return u + ";";
+ return u + ";\n";
}
return String();
@@ -453,12 +453,17 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
String code;
if (p_input_vars[0] == String()) { // Use UV by default.
- code += "\tvec4 " + id + "_read = texture( " + id + " , UV.xy );\n";
+ if (p_input_vars[1] == String()) {
+ code += "\tvec4 " + id + "_read = texture(" + id + ", UV.xy);\n";
+ } else {
+ code += "\tvec4 " + id + "_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n";
+ }
+
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
+ code += "\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
+ code += "\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
@@ -468,24 +473,31 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (source == SOURCE_PORT) {
String id = p_input_vars[2];
+
String code;
+ code += "\t{\n";
if (id == String()) {
- code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
+ code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
} else {
if (p_input_vars[0] == String()) { // Use UV by default.
- code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
+ if (p_input_vars[1] == String()) {
+ code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", UV.xy);\n";
+ } else {
+ code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n";
+ }
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
+ code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
+ code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
- code += "\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
- code += "\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
+ code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
+ code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
}
+ code += "\t}\n";
return code;
}
@@ -494,13 +506,17 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
String code = "\t{\n";
if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
- code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy, 0.0 );\n";
+ if (p_input_vars[1] == String()) {
+ code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, UV.xy, 0.0 );\n";
+ } else {
+ code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, UV.xy, " + p_input_vars[1] + ");\n";
+ }
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy, 0.0 );\n";
+ code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
+ code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
@@ -514,13 +530,17 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
String code = "\t{\n";
if (p_input_vars[0] == String()) { // Use UV by default.
- code += "\t\tvec4 _tex_read = texture( TEXTURE , UV.xy );\n";
+ if (p_input_vars[1] == String()) {
+ code += "\t\tvec4 _tex_read = texture(TEXTURE , UV.xy);\n";
+ } else {
+ code += "\t\tvec4 _tex_read = textureLod(TEXTURE, UV.xy, " + p_input_vars[1] + ");\n";
+ }
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 _tex_read = texture( TEXTURE , " + p_input_vars[0] + ".xy );\n";
+ code += "\t\tvec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod( TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
+ code += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
@@ -534,13 +554,17 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
String code = "\t{\n";
if (p_input_vars[0] == String()) { // Use UV by default.
- code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , UV.xy );\n";
+ if (p_input_vars[1] == String()) {
+ code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, UV.xy);\n";
+ } else {
+ code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, UV.xy, " + p_input_vars[1] + ");\n";
+ }
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy );\n";
+ code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
+ code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
@@ -564,13 +588,17 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
String code = "\t{\n";
if (p_input_vars[0] == String()) { // Use UV by default.
- code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , UV.xy ).r;\n";
+ if (p_input_vars[1] == String()) {
+ code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, UV.xy).r;\n";
+ } else {
+ code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, UV.xy, " + p_input_vars[1] + ").r;\n";
+ }
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy ).r;\n";
+ code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
} else {
- code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " ).r;\n";
+ code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
}
code += "\t\t" + p_output_vars[0] + " = _depth;\n";
@@ -593,6 +621,26 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
void VisualShaderNodeTexture::set_source(Source p_source) {
source = p_source;
+ switch (source) {
+ case SOURCE_TEXTURE:
+ simple_decl = true;
+ break;
+ case SOURCE_SCREEN:
+ simple_decl = false;
+ break;
+ case SOURCE_2D_TEXTURE:
+ simple_decl = false;
+ break;
+ case SOURCE_2D_NORMAL:
+ simple_decl = false;
+ break;
+ case SOURCE_DEPTH:
+ simple_decl = false;
+ break;
+ case SOURCE_PORT:
+ simple_decl = false;
+ break;
+ }
emit_changed();
emit_signal("editor_refresh_request");
}
@@ -687,6 +735,7 @@ void VisualShaderNodeTexture::_bind_methods() {
BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
BIND_ENUM_CONSTANT(SOURCE_DEPTH);
+ BIND_ENUM_CONSTANT(SOURCE_PORT);
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
@@ -704,15 +753,33 @@ String VisualShaderNodeCubeMap::get_caption() const {
}
int VisualShaderNodeCubeMap::get_input_port_count() const {
- return 2;
+ return 3;
}
VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_input_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR;
+ case 1:
+ return PORT_TYPE_SCALAR;
+ case 2:
+ return PORT_TYPE_SAMPLER;
+ default:
+ return PORT_TYPE_SCALAR;
+ }
}
String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const {
- return p_port == 0 ? "uv" : "lod";
+ switch (p_port) {
+ case 0:
+ return "uv";
+ case 1:
+ return "lod";
+ case 2:
+ return "samplerCube";
+ default:
+ return "";
+ }
}
int VisualShaderNodeCubeMap::get_output_port_count() const {
@@ -738,35 +805,78 @@ Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_t
String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String u = "uniform sampler2DCube " + make_unique_id(p_type, p_id, "cube");
- switch (texture_type) {
- case TYPE_DATA: break;
- case TYPE_COLOR: u += " : hint_albedo"; break;
- case TYPE_NORMALMAP: u += " : hint_normal"; break;
+ if (source == SOURCE_TEXTURE) {
+ String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
+ switch (texture_type) {
+ case TYPE_DATA: break;
+ case TYPE_COLOR: u += " : hint_albedo"; break;
+ case TYPE_NORMALMAP: u += " : hint_normal"; break;
+ }
+ return u + ";\n";
}
- return u + ";";
+ return String();
}
String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- String id = make_unique_id(p_type, p_id, "cube");
String code;
- if (p_input_vars[0] == String()) { //none bound, do nothing
+ String id;
+ if (source == SOURCE_TEXTURE) {
+ id = make_unique_id(p_type, p_id, "cube");
+ } else if (source == SOURCE_PORT) {
+ id = p_input_vars[2];
+ } else {
+ return String();
+ }
- code += "\tvec4 " + id + "_read = vec4(0.0);\n";
+ code += "\t{\n";
+
+ if (id == String()) {
+ code += "\t\tvec4 " + id + "_read = vec4(0.0);\n";
+ code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
+ code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
+ code += "\t}\n";
+ return code;
+ }
+
+ if (p_input_vars[0] == String()) { // Use UV by default.
+
+ if (p_input_vars[1] == String()) {
+ code += "\t\tvec4 " + id + "_read = texture(" + id + " , vec3(UV, 0.0));\n";
+ } else {
+ code += "\t\tvec4 " + id + "_read = textureLod(" + id + " , vec3(UV, 0.0)" + " , " + p_input_vars[1] + " );\n";
+ }
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + " );\n";
+ code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
- code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
+ code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
+ code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
+ code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
+ code += "\t}\n";
- code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
return code;
}
+String VisualShaderNodeCubeMap::get_input_port_default_hint(int p_port) const {
+ if (p_port == 0) {
+ return "vec3(UV, 0.0)";
+ }
+ return "";
+}
+
+void VisualShaderNodeCubeMap::set_source(Source p_source) {
+ source = p_source;
+ emit_changed();
+ emit_signal("editor_refresh_request");
+}
+
+VisualShaderNodeCubeMap::Source VisualShaderNodeCubeMap::get_source() const {
+ return source;
+}
+
void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) {
cube_map = p_value;
@@ -789,22 +899,32 @@ VisualShaderNodeCubeMap::TextureType VisualShaderNodeCubeMap::get_texture_type()
Vector<StringName> VisualShaderNodeCubeMap::get_editable_properties() const {
Vector<StringName> props;
- props.push_back("cube_map");
- props.push_back("texture_type");
+ props.push_back("source");
+ if (source == SOURCE_TEXTURE) {
+ props.push_back("cube_map");
+ props.push_back("texture_type");
+ }
return props;
}
void VisualShaderNodeCubeMap::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubeMap::set_source);
+ ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubeMap::get_source);
+
ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubeMap::set_cube_map);
ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubeMap::get_cube_map);
ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubeMap::set_texture_type);
ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubeMap::get_texture_type);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "CubeMap"), "set_cube_map", "get_cube_map");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
+ BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
+ BIND_ENUM_CONSTANT(SOURCE_PORT);
+
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
@@ -812,6 +932,8 @@ void VisualShaderNodeCubeMap::_bind_methods() {
VisualShaderNodeCubeMap::VisualShaderNodeCubeMap() {
texture_type = TYPE_DATA;
+ source = SOURCE_TEXTURE;
+ simple_decl = false;
}
////////////// Scalar Op
@@ -853,12 +975,12 @@ String VisualShaderNodeScalarOp::generate_code(Shader::Mode p_mode, VisualShader
case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
- case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
+ case OP_MOD: code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_POW: code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_ATAN2: code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_STEP: code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
}
return code;
@@ -945,14 +1067,14 @@ String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader
case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
- case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_CROSS: code += "cross( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_REFLECT: code += "reflect( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
+ case OP_MOD: code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_POW: code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_CROSS: code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_ATAN2: code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_REFLECT: code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_STEP: code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
}
return code;
@@ -1039,27 +1161,27 @@ String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader:
switch (op) {
case OP_SCREEN: {
- code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")*(vec3(1.0)-" + p_input_vars[1] + ");\n";
+ code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
} break;
case OP_DIFFERENCE: {
- code += "\t" + p_output_vars[0] + "=abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ");\n";
+ code += "\t" + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
} break;
case OP_DARKEN: {
- code += "\t" + p_output_vars[0] + "=min(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
+ code += "\t" + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
} break;
case OP_LIGHTEN: {
- code += "\t" + p_output_vars[0] + "=max(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
+ code += "\t" + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
} break;
case OP_OVERLAY: {
for (int i = 0; i < 3; i++) {
code += "\t{\n";
- code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
+ code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
+ code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
code += "\t\tif (base < 0.5) {\n";
code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
code += "\t\t} else {\n";
@@ -1071,23 +1193,23 @@ String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader:
} break;
case OP_DODGE: {
- code += "\t" + p_output_vars[0] + "=(" + p_input_vars[0] + ")/(vec3(1.0)-" + p_input_vars[1] + ");\n";
+ code += "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
} break;
case OP_BURN: {
- code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")/(" + p_input_vars[1] + ");\n";
+ code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
} break;
case OP_SOFT_LIGHT: {
for (int i = 0; i < 3; i++) {
code += "\t{\n";
- code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
+ code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
+ code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
code += "\t\tif (base < 0.5) {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend+0.5));\n";
+ code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
code += "\t\t} else {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-(blend-0.5)));\n";
+ code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
code += "\t\t}\n";
code += "\t}\n";
}
@@ -1097,12 +1219,12 @@ String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader:
for (int i = 0; i < 3; i++) {
code += "\t{\n";
- code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
+ code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
+ code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
code += "\t\tif (base < 0.5) {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0*blend));\n";
+ code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
code += "\t\t} else {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-2.0*(blend-0.5)));\n";
+ code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
code += "\t\t}\n";
code += "\t}\n";
}
@@ -1116,6 +1238,35 @@ String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader:
void VisualShaderNodeColorOp::set_operator(Operator p_op) {
op = p_op;
+ switch (op) {
+ case OP_SCREEN:
+ simple_decl = true;
+ break;
+ case OP_DIFFERENCE:
+ simple_decl = true;
+ break;
+ case OP_DARKEN:
+ simple_decl = true;
+ break;
+ case OP_LIGHTEN:
+ simple_decl = true;
+ break;
+ case OP_OVERLAY:
+ simple_decl = false;
+ break;
+ case OP_DODGE:
+ simple_decl = true;
+ break;
+ case OP_BURN:
+ simple_decl = true;
+ break;
+ case OP_SOFT_LIGHT:
+ simple_decl = false;
+ break;
+ case OP_HARD_LIGHT:
+ simple_decl = false;
+ break;
+ }
emit_changed();
}
@@ -1191,9 +1342,9 @@ String VisualShaderNodeTransformMult::generate_code(Shader::Mode p_mode, VisualS
} else if (op == OP_BxA) {
return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
} else if (op == OP_AxB_COMP) {
- return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
+ return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
} else {
- return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[1] + " , " + p_input_vars[0] + " );\n";
+ return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
}
}
@@ -1265,13 +1416,13 @@ String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const
String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
if (op == OP_AxB) {
- return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0) ).xyz;\n";
+ return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
} else if (op == OP_BxA) {
- return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + " ).xyz;\n";
+ return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
} else if (op == OP_3x3_AxB) {
- return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0) ).xyz;\n";
+ return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
} else {
- return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + " ).xyz;\n";
+ return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
}
}
@@ -1362,7 +1513,7 @@ String VisualShaderNodeScalarFunc::generate_code(Shader::Mode p_mode, VisualShad
"round($)",
"ceil($)",
"fract($)",
- "min(max($,0.0),1.0)",
+ "min(max($, 0.0), 1.0)",
"-($)",
"acosh($)",
"asinh($)",
@@ -1372,10 +1523,10 @@ String VisualShaderNodeScalarFunc::generate_code(Shader::Mode p_mode, VisualShad
"inversesqrt($)",
"log2($)",
"radians($)",
- "1.0/($)",
+ "1.0 / ($)",
"roundEven($)",
"trunc($)",
- "1.0-$"
+ "1.0 - $"
};
return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
@@ -1478,9 +1629,9 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
static const char *vec_func_id[FUNC_ONEMINUS + 1] = {
"normalize($)",
- "max(min($,vec3(1.0)),vec3(0.0))",
+ "max(min($, vec3(1.0)), vec3(0.0))",
"-($)",
- "1.0/($)",
+ "1.0 / ($)",
"",
"",
"abs($)",
@@ -1511,7 +1662,7 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
"tan($)",
"tanh($)",
"trunc($)",
- "vec3(1.0, 1.0, 1.0)-$"
+ "vec3(1.0, 1.0, 1.0) - $"
};
String code;
@@ -1524,18 +1675,18 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
code += "\t\tfloat d = q.x - min(q.w, q.y);\n";
code += "\t\tfloat e = 1.0e-10;\n";
- code += "\t\t" + p_output_vars[0] + "=vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
+ code += "\t\t" + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
code += "\t}\n";
} else if (func == FUNC_HSV2RGB) {
code += "\t{\n";
code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
- code += "\t\t" + p_output_vars[0] + "=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
+ code += "\t\t" + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
code += "\t}\n";
} else {
- code += "\t" + p_output_vars[0] + "=" + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += "\t" + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
}
return code;
@@ -1544,6 +1695,13 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
void VisualShaderNodeVectorFunc::set_function(Function p_func) {
func = p_func;
+ if (func == FUNC_RGB2HSV) {
+ simple_decl = false;
+ } else if (func == FUNC_HSV2RGB) {
+ simple_decl = false;
+ } else {
+ simple_decl = true;
+ }
emit_changed();
}
@@ -1696,6 +1854,7 @@ void VisualShaderNodeColorFunc::_bind_methods() {
VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
func = FUNC_GRAYSCALE;
set_input_port_default_value(0, Vector3());
+ simple_decl = false;
}
////////////// Transform Func
@@ -1736,7 +1895,7 @@ String VisualShaderNodeTransformFunc::generate_code(Shader::Mode p_mode, VisualS
};
String code;
- code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
@@ -1804,7 +1963,7 @@ String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
}
String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = dot( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
+ return "\t" + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
@@ -1843,7 +2002,7 @@ String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = length( " + p_input_vars[0] + " );\n";
+ return "\t" + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
}
VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
@@ -1881,7 +2040,7 @@ String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
}
String VisualShaderNodeDeterminant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = determinant( " + p_input_vars[0] + " );\n";
+ return "\t" + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
}
VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
@@ -1927,7 +2086,7 @@ String VisualShaderNodeScalarDerivativeFunc::generate_code(Shader::Mode p_mode,
};
String code;
- code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
@@ -2004,7 +2163,7 @@ String VisualShaderNodeVectorDerivativeFunc::generate_code(Shader::Mode p_mode,
};
String code;
- code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
@@ -2079,7 +2238,7 @@ String VisualShaderNodeScalarClamp::get_output_port_name(int p_port) const {
}
String VisualShaderNodeScalarClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeScalarClamp::VisualShaderNodeScalarClamp() {
@@ -2125,7 +2284,7 @@ String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorClamp::VisualShaderNodeVectorClamp() {
@@ -2174,7 +2333,7 @@ String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
}
String VisualShaderNodeFaceForward::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = faceforward( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
@@ -2221,7 +2380,7 @@ String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
}
String VisualShaderNodeOuterProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = outerProduct( vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0) );\n";
+ return "\t" + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
}
VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
@@ -2267,7 +2426,7 @@ String VisualShaderNodeVectorScalarStep::get_output_port_name(int p_port) const
}
String VisualShaderNodeVectorScalarStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = step( " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
+ return "\t" + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
VisualShaderNodeVectorScalarStep::VisualShaderNodeVectorScalarStep() {
@@ -2312,7 +2471,7 @@ String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const
}
String VisualShaderNodeScalarSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() {
@@ -2358,7 +2517,7 @@ String VisualShaderNodeVectorSmoothStep::get_output_port_name(int p_port) const
}
String VisualShaderNodeVectorSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorSmoothStep::VisualShaderNodeVectorSmoothStep() {
@@ -2409,7 +2568,7 @@ String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port)
}
String VisualShaderNodeVectorScalarSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() {
@@ -2454,7 +2613,7 @@ String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorDistance::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = distance( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
+ return "\t" + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
@@ -2505,7 +2664,7 @@ String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = refract( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
@@ -2551,7 +2710,7 @@ String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const {
}
String VisualShaderNodeScalarInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() {
@@ -2597,7 +2756,7 @@ String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() {
@@ -2645,7 +2804,7 @@ String VisualShaderNodeVectorScalarMix::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorScalarMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorScalarMix::VisualShaderNodeVectorScalarMix() {
@@ -2691,7 +2850,7 @@ String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
@@ -2740,7 +2899,7 @@ String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const
}
String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n";
+ return "\t" + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
}
VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
@@ -2880,6 +3039,11 @@ String VisualShaderNodeScalarUniform::get_output_port_name(int p_port) const {
}
String VisualShaderNodeScalarUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ if (hint == HINT_RANGE) {
+ return "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
+ } else if (hint == HINT_RANGE_STEP) {
+ return "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
+ }
return "uniform float " + get_uniform_name() + ";\n";
}
@@ -2887,7 +3051,83 @@ String VisualShaderNodeScalarUniform::generate_code(Shader::Mode p_mode, VisualS
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
+void VisualShaderNodeScalarUniform::set_hint(Hint p_hint) {
+ hint = p_hint;
+ emit_changed();
+}
+
+VisualShaderNodeScalarUniform::Hint VisualShaderNodeScalarUniform::get_hint() const {
+ return hint;
+}
+
+void VisualShaderNodeScalarUniform::set_min(float p_value) {
+ hint_range_min = p_value;
+ emit_changed();
+}
+
+float VisualShaderNodeScalarUniform::get_min() const {
+ return hint_range_min;
+}
+
+void VisualShaderNodeScalarUniform::set_max(float p_value) {
+ hint_range_max = p_value;
+ emit_changed();
+}
+
+float VisualShaderNodeScalarUniform::get_max() const {
+ return hint_range_max;
+}
+
+void VisualShaderNodeScalarUniform::set_step(float p_value) {
+ hint_range_step = p_value;
+ emit_changed();
+}
+
+float VisualShaderNodeScalarUniform::get_step() const {
+ return hint_range_step;
+}
+
+void VisualShaderNodeScalarUniform::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeScalarUniform::set_hint);
+ ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeScalarUniform::get_hint);
+
+ ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeScalarUniform::set_min);
+ ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeScalarUniform::get_min);
+
+ ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeScalarUniform::set_max);
+ ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeScalarUniform::get_max);
+
+ ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeScalarUniform::set_step);
+ ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeScalarUniform::get_step);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "min"), "set_min", "get_min");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "max"), "set_max", "get_max");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "step"), "set_step", "get_step");
+
+ BIND_ENUM_CONSTANT(HINT_NONE);
+ BIND_ENUM_CONSTANT(HINT_RANGE);
+ BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
+}
+
+Vector<StringName> VisualShaderNodeScalarUniform::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("hint");
+ if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
+ props.push_back("min");
+ props.push_back("max");
+ }
+ if (hint == HINT_RANGE_STEP) {
+ props.push_back("step");
+ }
+ return props;
+}
+
VisualShaderNodeScalarUniform::VisualShaderNodeScalarUniform() {
+ hint = HINT_NONE;
+ hint_range_min = 0.0;
+ hint_range_max = 1.0;
+ hint_range_step = 0.1;
}
////////////// Boolean Uniform
@@ -3101,7 +3341,7 @@ String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
case 1:
return "alpha";
case 2:
- return "sampler";
+ return "sampler2D";
default:
return "";
}
@@ -3135,13 +3375,16 @@ String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, Visual
String id = get_uniform_name();
String code = "\t{\n";
if (p_input_vars[0] == String()) { // Use UV by default.
-
- code += "\t\tvec4 n_tex_read = texture( " + id + " , UV.xy );\n";
+ if (p_input_vars[1] == String()) {
+ code += "\t\tvec4 n_tex_read = texture(" + id + ", UV.xy);\n";
+ } else {
+ code += "\t\tvec4 n_tex_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n";
+ }
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
+ code += "\t\tvec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\t\tvec4 n_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
+ code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
@@ -3205,6 +3448,7 @@ String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) c
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
texture_type = TYPE_DATA;
color_default = COLOR_DEFAULT_WHITE;
+ simple_decl = false;
}
////////////// Texture Uniform (Triplanar)
@@ -3314,28 +3558,55 @@ String VisualShaderNodeCubeMapUniform::get_caption() const {
return "CubeMapUniform";
}
+int VisualShaderNodeCubeMapUniform::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SAMPLER;
+}
+
+String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
+ return "samplerCube";
+}
+
int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
- return 2;
+ return 0;
}
VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return PORT_TYPE_SCALAR;
}
String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const {
- return p_port == 0 ? "normal" : "lod";
+ return "";
}
-int VisualShaderNodeCubeMapUniform::get_output_port_count() const {
- return 2;
+String VisualShaderNodeCubeMapUniform::get_input_port_default_hint(int p_port) const {
+ return "";
}
-VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
-}
+String VisualShaderNodeCubeMapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = "uniform samplerCube " + get_uniform_name();
-String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
- return p_port == 0 ? "rgb" : "alpha";
+ switch (texture_type) {
+ case TYPE_DATA:
+ if (color_default == COLOR_DEFAULT_BLACK)
+ code += " : hint_black;\n";
+ else
+ code += ";\n";
+ break;
+ case TYPE_COLOR:
+ if (color_default == COLOR_DEFAULT_BLACK)
+ code += " : hint_black_albedo;\n";
+ else
+ code += " : hint_albedo;\n";
+ break;
+ case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
+ case TYPE_ANISO: code += " : hint_aniso;\n"; break;
+ }
+
+ return code;
}
String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
@@ -3396,17 +3667,17 @@ String VisualShaderNodeIf::get_output_port_name(int p_port) const {
String VisualShaderNodeIf::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
- code += "\tif(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
+ code += "\tif(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[3] + ";\n";
+ code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
code += "\t}\n";
- code += "\telse if(" + p_input_vars[0] + "<" + p_input_vars[1] + ")\n"; // a < b
+ code += "\telse if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[5] + ";\n";
+ code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
code += "\t}\n";
code += "\telse\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[4] + ";\n";
+ code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
code += "\t}\n";
return code;
}
@@ -3418,6 +3689,7 @@ VisualShaderNodeIf::VisualShaderNodeIf() {
set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
+ simple_decl = false;
}
////////////// Switch
@@ -3467,11 +3739,11 @@ String VisualShaderNodeSwitch::generate_code(Shader::Mode p_mode, VisualShader::
String code;
code += "\tif(" + p_input_vars[0] + ")\n";
code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[1] + ";\n";
+ code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
code += "\t}\n";
code += "\telse\n";
code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[2] + ";\n";
+ code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
code += "\t}\n";
return code;
}
@@ -3480,6 +3752,7 @@ VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
set_input_port_default_value(0, false);
set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
+ simple_decl = false;
}
////////////// Switch(scalar)
@@ -3558,12 +3831,33 @@ String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
}
String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + "));";
+
+ String normal;
+ String view;
+ if (p_input_vars[0] == String()) {
+ normal = "NORMAL";
+ } else {
+ normal = p_input_vars[0];
+ }
+ if (p_input_vars[1] == String()) {
+ view = "VIEW";
+ } else {
+ view = p_input_vars[1];
+ }
+
+ return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
+}
+
+String VisualShaderNodeFresnel::get_input_port_default_hint(int p_port) const {
+ if (p_port == 0) {
+ return "default";
+ } else if (p_port == 1) {
+ return "default";
+ }
+ return "";
}
VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(2, false);
set_input_port_default_value(3, 1.0);
}
@@ -3613,7 +3907,7 @@ String VisualShaderNodeIs::generate_code(Shader::Mode p_mode, VisualShader::Type
};
String code;
- code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
@@ -3748,31 +4042,31 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader:
switch (ctype) {
case CTYPE_SCALAR:
if (func == FUNC_EQUAL) {
- code += "\t" + p_output_vars[0] + "=(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");";
+ code += "\t" + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
} else if (func == FUNC_NOT_EQUAL) {
- code += "\t" + p_output_vars[0] + "=!(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");";
+ code += "\t" + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
} else {
- code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
+ code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
}
break;
case CTYPE_VECTOR:
code += "\t{\n";
- code += "\t\tbvec3 _bv=" + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
- code += "\t\t" + p_output_vars[0] + "=" + String(conds[condition]).replace("$", "_bv") + ";\n";
+ code += "\t\tbvec3 _bv = " + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
+ code += "\t\t" + p_output_vars[0] + " = " + String(conds[condition]).replace("$", "_bv") + ";\n";
code += "\t}\n";
break;
case CTYPE_BOOLEAN:
if (func > FUNC_NOT_EQUAL)
- return "\t" + p_output_vars[0] + "=false;\n";
- code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
+ return "\t" + p_output_vars[0] + " = false;\n";
+ code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
break;
case CTYPE_TRANSFORM:
if (func > FUNC_NOT_EQUAL)
- return "\t" + p_output_vars[0] + "=false;\n";
- code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
+ return "\t" + p_output_vars[0] + " = false;\n";
+ code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
break;
default:
@@ -3781,7 +4075,7 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader:
return code;
}
-void VisualShaderNodeCompare::set_comparsion_type(ComparsionType p_type) {
+void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_type) {
ctype = p_type;
@@ -3789,24 +4083,28 @@ void VisualShaderNodeCompare::set_comparsion_type(ComparsionType p_type) {
case CTYPE_SCALAR:
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
+ simple_decl = true;
break;
case CTYPE_VECTOR:
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
+ simple_decl = false;
break;
case CTYPE_BOOLEAN:
set_input_port_default_value(0, false);
set_input_port_default_value(1, false);
+ simple_decl = true;
break;
case CTYPE_TRANSFORM:
set_input_port_default_value(0, Transform());
set_input_port_default_value(1, Transform());
+ simple_decl = true;
break;
}
emit_changed();
}
-VisualShaderNodeCompare::ComparsionType VisualShaderNodeCompare::get_comparsion_type() const {
+VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
return ctype;
}
@@ -3844,8 +4142,8 @@ Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
void VisualShaderNodeCompare::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_comparsion_type", "type"), &VisualShaderNodeCompare::set_comparsion_type);
- ClassDB::bind_method(D_METHOD("get_comparsion_type"), &VisualShaderNodeCompare::get_comparsion_type);
+ ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
+ ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
@@ -3853,7 +4151,7 @@ void VisualShaderNodeCompare::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Scalar,Vector,Boolean,Transform"), "set_comparsion_type", "get_comparsion_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Scalar,Vector,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");