diff options
Diffstat (limited to 'scene/resources/visual_shader_sdf_nodes.cpp')
-rw-r--r-- | scene/resources/visual_shader_sdf_nodes.cpp | 32 |
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 559831c3c2..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_3D; + 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_3D; + 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_3D; + 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_3D; + 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_3D; + 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_3D; + 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_3D; + 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_3D; + 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_3D; + 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"; |