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path: root/scene/resources/visual_shader_nodes.cpp
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Diffstat (limited to 'scene/resources/visual_shader_nodes.cpp')
-rw-r--r--scene/resources/visual_shader_nodes.cpp19
1 files changed, 12 insertions, 7 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 99d5d5c5d5..ac2c96fa71 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -5104,7 +5104,7 @@ int VisualShaderNodeColorUniform::get_input_port_count() const {
}
VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR_3D;
+ return PORT_TYPE_SCALAR;
}
String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
@@ -5112,15 +5112,22 @@ String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
}
int VisualShaderNodeColorUniform::get_output_port_count() const {
- return 2;
+ return 1;
}
VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
- return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
+ return "color";
+}
+
+bool VisualShaderNodeColorUniform::is_output_port_expandable(int p_port) const {
+ if (p_port == 0) {
+ return true;
+ }
+ return false;
}
void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
@@ -5157,9 +5164,7 @@ String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, Visual
}
String VisualShaderNodeColorUniform::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 = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
- code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
- return code;
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
bool VisualShaderNodeColorUniform::is_show_prop_names() const {