diff options
Diffstat (limited to 'scene')
-rw-r--r-- | scene/resources/visual_shader_nodes.h | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index de91822b1e..23c3384b25 100644 --- a/scene/resources/visual_shader_nodes.h +++ b/scene/resources/visual_shader_nodes.h @@ -2012,22 +2012,22 @@ protected: static void _bind_methods(); public: - virtual String get_caption() const; + virtual String get_caption() const override; - virtual int get_input_port_count() const; - virtual PortType get_input_port_type(int p_port) const; - virtual String get_input_port_name(int p_port) const; + virtual int get_input_port_count() const override; + virtual PortType get_input_port_type(int p_port) const override; + virtual String get_input_port_name(int p_port) const override; - virtual int get_output_port_count() const; - virtual PortType get_output_port_type(int p_port) const; - virtual String get_output_port_name(int p_port) const; + virtual int get_output_port_count() const override; + virtual PortType get_output_port_type(int p_port) const override; + virtual String get_output_port_name(int p_port) const override; - virtual String 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 = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_type(Type p_type); Type get_type() const; - virtual Vector<StringName> get_editable_properties() const; + virtual Vector<StringName> get_editable_properties() const override; VisualShaderNodeMultiplyAdd(); }; |