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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.cpp63
1 files changed, 38 insertions, 25 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index de13912b75..03abac1b3e 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -1642,17 +1642,20 @@ bool VisualShaderNodeLinearSceneDepth::has_output_port_preview(int p_port) const
String VisualShaderNodeLinearSceneDepth::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 += " {\n";
- code += " float _log_depth = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).x;\n";
- code += " vec3 _depth_ndc = vec3(SCREEN_UV * 2.0 - 1.0, _log_depth);\n";
- code += " vec4 _depth_view = INV_PROJECTION_MATRIX * vec4(_depth_ndc, 1.0);\n";
- code += " _depth_view.xyz /= _depth_view.w;";
- code += vformat(" %s = -_depth_view.z;", p_output_vars[0]);
+ code += " float __log_depth = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).x;\n";
+ code += " vec3 __depth_ndc = vec3(SCREEN_UV * 2.0 - 1.0, __log_depth);\n";
+ code += " vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(__depth_ndc, 1.0);\n";
+ code += " __depth_view.xyz /= __depth_view.w;\n";
+ code += vformat(" %s = -__depth_view.z;\n", p_output_vars[0]);
+ code += " }\n";
return code;
}
VisualShaderNodeLinearSceneDepth::VisualShaderNodeLinearSceneDepth() {
+ simple_decl = false;
}
////////////// Float Op
@@ -3105,9 +3108,9 @@ void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_fun
return;
}
if (p_func == FUNC_PANNING) {
- set_input_port_default_value(2, Vector2()); // offset
+ set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // offset
} else { // FUNC_SCALING
- set_input_port_default_value(2, Vector2(0.5, 0.5)); // pivot
+ set_input_port_default_value(2, Vector2(0.5, 0.5), get_input_port_default_value(2)); // pivot
}
func = p_func;
emit_changed();
@@ -3204,6 +3207,7 @@ String VisualShaderNodeUVPolarCoord::get_output_port_name(int p_port) const {
String VisualShaderNodeUVPolarCoord::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 += " {\n";
String uv;
if (p_input_vars[0].is_empty()) {
@@ -3220,17 +3224,18 @@ String VisualShaderNodeUVPolarCoord::generate_code(Shader::Mode p_mode, VisualSh
String repeat = vformat("%s", p_input_vars[3]);
if (p_mode == Shader::MODE_CANVAS_ITEM) {
- code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
- code += " float __radius = length(__dir) * 2.0;\n";
- code += " float __angle = atan(__dir.y, __dir.x) * 1.0/(PI * 2.0);\n";
- code += vformat(" %s = mod(vec2(__radius * %s, __angle * %s), 1.0);\n", p_output_vars[0], zoom, repeat);
+ code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
+ code += " float __radius = length(__dir) * 2.0;\n";
+ code += " float __angle = atan(__dir.y, __dir.x) * 1.0 / (PI * 2.0);\n";
+ code += vformat(" %s = mod(vec2(__radius * %s, __angle * %s), 1.0);\n", p_output_vars[0], zoom, repeat);
} else {
- code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
- code += " float __radius = length(__dir) * 2.0;\n";
- code += " float __angle = atan(__dir.y, __dir.x) * 1.0/(PI * 2.0);\n";
- code += vformat(" %s = vec2(__radius * %s, __angle * %s);\n", p_output_vars[0], zoom, repeat);
+ code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
+ code += " float __radius = length(__dir) * 2.0;\n";
+ code += " float __angle = atan(__dir.y, __dir.x) * 1.0 / (PI * 2.0);\n";
+ code += vformat(" %s = vec2(__radius * %s, __angle * %s);\n", p_output_vars[0], zoom, repeat);
}
+ code += " }\n";
return code;
}
@@ -3238,6 +3243,8 @@ VisualShaderNodeUVPolarCoord::VisualShaderNodeUVPolarCoord() {
set_input_port_default_value(1, Vector2(0.5, 0.5)); // center
set_input_port_default_value(2, 1.0); // zoom
set_input_port_default_value(3, 1.0); // repeat
+
+ simple_decl = false;
}
////////////// Dot Product
@@ -7256,22 +7263,26 @@ bool VisualShaderNodeProximityFade::has_output_port_preview(int p_port) const {
String VisualShaderNodeProximityFade::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 += " {\n";
String proximity_fade_distance = vformat("%s", p_input_vars[0]);
- code += " float __depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;\n";
+ code += " float __depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;\n";
if (!RenderingServer::get_singleton()->is_low_end()) {
- code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n";
+ code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n";
} else {
- code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __depth_tex) * 2.0 - 1.0, 1.0);\n";
+ code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __depth_tex) * 2.0 - 1.0, 1.0);\n";
}
- code += " __depth_world_pos.xyz /= __depth_world_pos.z;\n";
- code += vformat(" %s = clamp(1.0 - smoothstep(__depth_world_pos.z + %s, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0]);
+ code += " __depth_world_pos.xyz /= __depth_world_pos.w;\n";
+ code += vformat(" %s = clamp(1.0 - smoothstep(__depth_world_pos.z + %s, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0]);
+ code += " }\n";
return code;
}
VisualShaderNodeProximityFade::VisualShaderNodeProximityFade() {
set_input_port_default_value(0, 1.0);
+
+ simple_decl = false;
}
////////////// Random Range
@@ -7416,11 +7427,11 @@ String VisualShaderNodeRemap::get_output_port_name(int p_port) const {
String VisualShaderNodeRemap::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 += vformat(" float _input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
- code += vformat(" float _output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
- code += vformat(" %s = %s + _output_range * ((%s - %s) / _input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
-
+ code += " {\n";
+ code += vformat(" float __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
+ code += vformat(" float __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
+ code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
+ code += " }\n";
return code;
}
@@ -7429,4 +7440,6 @@ VisualShaderNodeRemap::VisualShaderNodeRemap() {
set_input_port_default_value(2, 1.0);
set_input_port_default_value(3, 0.0);
set_input_port_default_value(4, 1.0);
+
+ simple_decl = false;
}