diff options
Diffstat (limited to 'scene')
-rw-r--r-- | scene/3d/path_3d.cpp | 18 | ||||
-rw-r--r-- | scene/gui/code_edit.cpp | 11 | ||||
-rw-r--r-- | scene/gui/tab_container.cpp | 4 | ||||
-rw-r--r-- | scene/main/node.h | 12 | ||||
-rw-r--r-- | scene/resources/resource_format_text.cpp | 8 | ||||
-rw-r--r-- | scene/resources/visual_shader.cpp | 72 |
6 files changed, 93 insertions, 32 deletions
diff --git a/scene/3d/path_3d.cpp b/scene/3d/path_3d.cpp index 6af2e7f879..490cf5fe67 100644 --- a/scene/3d/path_3d.cpp +++ b/scene/3d/path_3d.cpp @@ -100,11 +100,18 @@ void PathFollow3D::_update_transform(bool p_update_xyz_rot) { } float bi = c->get_bake_interval(); float o_next = offset + bi; + float o_prev = offset - bi; if (loop) { o_next = Math::fposmod(o_next, bl); - } else if (rotation_mode == ROTATION_ORIENTED && o_next >= bl) { - o_next = bl; + o_prev = Math::fposmod(o_prev, bl); + } else if (rotation_mode == ROTATION_ORIENTED) { + if (o_next >= bl) { + o_next = bl; + } + if (o_prev <= 0) { + o_prev = 0; + } } Vector3 pos = c->interpolate_baked(offset, cubic); @@ -113,7 +120,12 @@ void PathFollow3D::_update_transform(bool p_update_xyz_rot) { // will be replaced by "Vector3(h_offset, v_offset, 0)" where it was formerly used if (rotation_mode == ROTATION_ORIENTED) { - Vector3 forward = c->interpolate_baked(o_next, cubic) - pos; + Vector3 forward = c->interpolate_baked(o_next, cubic); + + // Try with the previous position + if (forward.length_squared() < CMP_EPSILON2) { + forward = pos - c->interpolate_baked(o_prev, cubic); + } if (forward.length_squared() < CMP_EPSILON2) { forward = Vector3(0, 0, 1); diff --git a/scene/gui/code_edit.cpp b/scene/gui/code_edit.cpp index 45d74c631a..32922f609d 100644 --- a/scene/gui/code_edit.cpp +++ b/scene/gui/code_edit.cpp @@ -225,8 +225,15 @@ void CodeEdit::_notification(int p_what) { round_ofs = round_ofs.round(); draw_string(font, round_ofs, line.replace(String::chr(0xFFFF), ""), HALIGN_LEFT, -1, cache.font_size, font_color); if (end > 0) { - Vector2 b = hint_ofs + sb->get_offset() + Vector2(begin, font_height + font_height * i + line_spacing - 1); - draw_line(b, b + Vector2(end - begin, 0), font_color); + // Draw an underline for the currently edited function parameter. + const Vector2 b = hint_ofs + sb->get_offset() + Vector2(begin, font_height + font_height * i + line_spacing); + draw_line(b, b + Vector2(end - begin, 0), font_color, 2); + + // Draw a translucent text highlight as well. + const Rect2 highlight_rect = Rect2( + hint_ofs + sb->get_offset() + Vector2(begin, 0), + Vector2(end - begin, font_height)); + draw_rect(highlight_rect, font_color * Color(1, 1, 1, 0.2)); } line_spacing += cache.line_spacing; } diff --git a/scene/gui/tab_container.cpp b/scene/gui/tab_container.cpp index 4b8c4b3e16..cc41d961f6 100644 --- a/scene/gui/tab_container.cpp +++ b/scene/gui/tab_container.cpp @@ -899,7 +899,7 @@ void TabContainer::drop_data(const Point2 &p_point, const Variant &p_data) { if (hover_now < 0) { hover_now = get_tab_count() - 1; } - move_child(get_tab_control(tab_from_id), hover_now); + move_child(get_tab_control(tab_from_id), get_tab_control(hover_now)->get_index()); set_current_tab(hover_now); } else if (get_tabs_rearrange_group() != -1) { // drag and drop between TabContainers @@ -912,7 +912,7 @@ void TabContainer::drop_data(const Point2 &p_point, const Variant &p_data) { if (hover_now < 0) { hover_now = get_tab_count() - 1; } - move_child(moving_tabc, hover_now); + move_child(moving_tabc, get_tab_control(hover_now)->get_index()); set_current_tab(hover_now); emit_signal(SNAME("tab_changed"), hover_now); } diff --git a/scene/main/node.h b/scene/main/node.h index 20315d7a86..0a88553ea1 100644 --- a/scene/main/node.h +++ b/scene/main/node.h @@ -67,6 +67,12 @@ public: #endif }; + enum NameCasing { + NAME_CASING_PASCAL_CASE, + NAME_CASING_CAMEL_CASE, + NAME_CASING_SNAKE_CASE + }; + struct Comparator { bool operator()(const Node *p_a, const Node *p_b) const { return p_b->is_greater_than(p_a); } }; @@ -140,12 +146,6 @@ private: } data; - enum NameCasing { - NAME_CASING_PASCAL_CASE, - NAME_CASING_CAMEL_CASE, - NAME_CASING_SNAKE_CASE - }; - Ref<MultiplayerAPI> multiplayer; void _print_tree_pretty(const String &prefix, const bool last); diff --git a/scene/resources/resource_format_text.cpp b/scene/resources/resource_format_text.cpp index 250a2311a0..2b93414906 100644 --- a/scene/resources/resource_format_text.cpp +++ b/scene/resources/resource_format_text.cpp @@ -1019,11 +1019,11 @@ Error ResourceLoaderText::save_as_binary(FileAccess *p_f, const String &p_path) bs_save_unicode_string(wf.f, is_scene ? "PackedScene" : resource_type); wf->store_64(0); //offset to import metadata, this is no longer used - f->store_32(ResourceFormatSaverBinaryInstance::FORMAT_FLAG_NAMED_SCENE_IDS | ResourceFormatSaverBinaryInstance::FORMAT_FLAG_UIDS); + wf->store_32(ResourceFormatSaverBinaryInstance::FORMAT_FLAG_NAMED_SCENE_IDS | ResourceFormatSaverBinaryInstance::FORMAT_FLAG_UIDS); - f->store_64(res_uid); + wf->store_64(res_uid); - for (int i = 0; i < 5; i++) { + for (int i = 0; i < ResourceFormatSaverBinaryInstance::RESERVED_FIELDS; i++) { wf->store_32(0); // reserved } @@ -1073,7 +1073,7 @@ Error ResourceLoaderText::save_as_binary(FileAccess *p_f, const String &p_path) bs_save_unicode_string(wf.f, type); bs_save_unicode_string(wf.f, path); - wf.f->store_64(uid); + wf->store_64(uid); int lindex = dummy_read.external_resources.size(); Ref<DummyResource> dr; diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 9f7a0365d7..a23152a6d1 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -468,6 +468,12 @@ void VisualShader::update_engine_version(const Dictionary &p_new_version) { if (engine_version.is_empty()) { // before 4.0 for (int i = 0; i < TYPE_MAX; i++) { for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) { + Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(E->get().node.ptr()); + if (input.is_valid()) { + if (input->get_input_name() == "side") { + input->set_input_name("front_facing"); + } + } Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr()); if (expression.is_valid()) { for (int j = 0; j < expression->get_input_port_count(); j++) { @@ -2066,7 +2072,9 @@ VisualShader::VisualShader() { /////////////////////////////////////////////////////////// const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { - // Spatial, Vertex + // Node3D + + // Node3D, Vertex { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" }, @@ -2076,6 +2084,10 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "instance_custom", "INSTANCE_CUSTOM.rgb" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" }, @@ -2086,7 +2098,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" }, - // Spatial, Fragment + // Node3D, Fragment { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, @@ -2099,7 +2111,6 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" }, @@ -2110,11 +2121,14 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_roughness_texture", "NORMAL_ROUGHNESS_TEXTURE" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" }, - // Spatial, Light + // Node3D, Light { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" }, @@ -2134,6 +2148,8 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" }, + // Canvas Item + // Canvas Item, Vertex { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" }, @@ -2146,6 +2162,8 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen", "SCREEN_MATRIX" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "instance_custom", "INSTANCE_CUSTOM.rgb" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" }, // Canvas Item, Fragment { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, @@ -2164,6 +2182,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "specular_shininess", "SPECULAR_SHININESS.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" }, // Canvas Item, Light { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, @@ -2177,7 +2196,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_color_alpha", "LIGHT_COLOR.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_position", "LIGHT_POSITION" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vertex", "LIGHT_VERTEX" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_MODULATE.rgb" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow", "SHADOW_MODULATE.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_MODULATE.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" }, @@ -2817,7 +2836,11 @@ VisualShaderNodeUniformRef::VisualShaderNodeUniformRef() { //////////////////////////////////////////// const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { - // Spatial, Vertex + //////////////////////////////////////////////////////////////////////// + // Node3D. + //////////////////////////////////////////////////////////////////////// + // Node3D, Vertex. + //////////////////////////////////////////////////////////////////////// { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" }, @@ -2828,9 +2851,9 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_view_matrix", "MODELVIEW_MATRIX" }, - - // Spatial, Fragment - + //////////////////////////////////////////////////////////////////////// + // Node3D, Fragment. + //////////////////////////////////////////////////////////////////////// { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" }, @@ -2854,29 +2877,48 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor_threshold", "ALPHA_SCISSOR_THRESHOLD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" }, - - // Spatial, Light + //////////////////////////////////////////////////////////////////////// + // Node3D, Light. + //////////////////////////////////////////////////////////////////////// { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" }, - // Canvas Item, Vertex + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" }, + + //////////////////////////////////////////////////////////////////////// + // Canvas Item. + //////////////////////////////////////////////////////////////////////// + // Canvas Item, Vertex. + //////////////////////////////////////////////////////////////////////// { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, - // Canvas Item, Fragment + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" }, + //////////////////////////////////////////////////////////////////////// + // Canvas Item, Fragment. + //////////////////////////////////////////////////////////////////////// { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" }, - // Canvas Item, Light + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vertex", "LIGHT_VERTEX" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_vertex", "SHADOW_VERTEX:xy" }, + //////////////////////////////////////////////////////////////////////// + // Canvas Item, Light. + //////////////////////////////////////////////////////////////////////// { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" }, - // Sky, Sky + //////////////////////////////////////////////////////////////////////// + // Sky, Sky. + //////////////////////////////////////////////////////////////////////// { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" }, + { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "fog", "FOG.rgb" }, + { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "fog_alpha", "FOG.a" }, + //////////////////////////////////////////////////////////////////////// { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr }, }; |