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path: root/scene/resources/visual_shader_sdf_nodes.cpp
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Diffstat (limited to 'scene/resources/visual_shader_sdf_nodes.cpp')
-rw-r--r--scene/resources/visual_shader_sdf_nodes.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/scene/resources/visual_shader_sdf_nodes.cpp b/scene/resources/visual_shader_sdf_nodes.cpp
index 6654e2319b..cbd3ebd83b 100644
--- a/scene/resources/visual_shader_sdf_nodes.cpp
+++ b/scene/resources/visual_shader_sdf_nodes.cpp
@@ -41,7 +41,7 @@ int VisualShaderNodeSDFToScreenUV::get_input_port_count() const {
}
VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeSDFToScreenUV::get_input_port_name(int p_port) const {
@@ -53,7 +53,7 @@ int VisualShaderNodeSDFToScreenUV::get_output_port_count() const {
}
VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
@@ -61,7 +61,7 @@ String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
}
String VisualShaderNodeSDFToScreenUV::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 " " + p_output_vars[0] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+ return " " + p_output_vars[0] + " = sdf_to_screen_uv(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n";
}
VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() {
@@ -78,7 +78,7 @@ int VisualShaderNodeScreenUVToSDF::get_input_port_count() const {
}
VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeScreenUVToSDF::get_input_port_name(int p_port) const {
@@ -90,7 +90,7 @@ int VisualShaderNodeScreenUVToSDF::get_output_port_count() const {
}
VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeScreenUVToSDF::get_output_port_name(int p_port) const {
@@ -105,7 +105,7 @@ bool VisualShaderNodeScreenUVToSDF::is_input_port_default(int p_port, Shader::Mo
}
String VisualShaderNodeScreenUVToSDF::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 " " + p_output_vars[0] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+ return " " + p_output_vars[0] + " = screen_uv_to_sdf(" + (p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0]) + ");\n";
}
VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() {
@@ -122,7 +122,7 @@ int VisualShaderNodeTextureSDF::get_input_port_count() const {
}
VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeTextureSDF::get_input_port_name(int p_port) const {
@@ -142,7 +142,7 @@ String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const {
}
String VisualShaderNodeTextureSDF::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 " " + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n";
+ return " " + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n";
}
VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() {
@@ -159,7 +159,7 @@ int VisualShaderNodeTextureSDFNormal::get_input_port_count() const {
}
VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeTextureSDFNormal::get_input_port_name(int p_port) const {
@@ -171,7 +171,7 @@ int VisualShaderNodeTextureSDFNormal::get_output_port_count() const {
}
VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const {
@@ -179,7 +179,7 @@ String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const
}
String VisualShaderNodeTextureSDFNormal::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 " " + p_output_vars[0] + " = vec3(texture_sdf_normal(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+ return " " + p_output_vars[0] + " = texture_sdf_normal(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n";
}
VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() {
@@ -197,7 +197,7 @@ int VisualShaderNodeSDFRaymarch::get_input_port_count() const {
VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
return PORT_TYPE_SCALAR;
}
@@ -221,7 +221,7 @@ VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_output_po
} else if (p_port == 1) {
return PORT_TYPE_BOOLEAN;
} else if (p_port == 2) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
return PORT_TYPE_SCALAR;
}
@@ -245,13 +245,13 @@ String VisualShaderNodeSDFRaymarch::generate_code(Shader::Mode p_mode, VisualSha
if (p_input_vars[0].is_empty()) {
code += " vec2 __from_pos = vec2(0.0f);\n";
} else {
- code += " vec2 __from_pos = " + p_input_vars[0] + ".xy;\n";
+ code += " vec2 __from_pos = " + p_input_vars[0] + ";\n";
}
if (p_input_vars[1].is_empty()) {
code += " vec2 __to_pos = vec2(0.0f);\n";
} else {
- code += " vec2 __to_pos = " + p_input_vars[1] + ".xy;\n";
+ code += " vec2 __to_pos = " + p_input_vars[1] + ";\n";
}
code += "\n vec2 __at = __from_pos;\n";
@@ -271,7 +271,7 @@ String VisualShaderNodeSDFRaymarch::generate_code(Shader::Mode p_mode, VisualSha
code += " float __dist = min(__max_dist, __accum);\n";
code += " " + p_output_vars[0] + " = __dist;\n";
code += " " + p_output_vars[1] + " = __accum < __max_dist;\n";
- code += " " + p_output_vars[2] + " = vec3(__from_pos + __dir * __dist, 0.0f);\n";
+ code += " " + p_output_vars[2] + " = __from_pos + __dir * __dist;\n";
code += " }\n";