summaryrefslogtreecommitdiff
path: root/scene
diff options
context:
space:
mode:
Diffstat (limited to 'scene')
-rw-r--r--scene/3d/path_3d.cpp18
-rw-r--r--scene/gui/code_edit.cpp11
-rw-r--r--scene/gui/tab_container.cpp4
-rw-r--r--scene/main/node.h12
-rw-r--r--scene/resources/resource_format_text.cpp8
-rw-r--r--scene/resources/visual_shader.cpp72
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 },
};