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Diffstat (limited to 'scene')
-rw-r--r--scene/3d/xr_nodes.cpp8
-rw-r--r--scene/gui/popup_menu.cpp65
-rw-r--r--scene/gui/tab_container.cpp2
-rw-r--r--scene/gui/tree.cpp6
-rw-r--r--scene/resources/texture.cpp2
-rw-r--r--scene/resources/tile_set.cpp2
-rw-r--r--scene/resources/visual_shader.cpp264
-rw-r--r--scene/resources/visual_shader.h2
-rw-r--r--scene/resources/visual_shader_nodes.cpp116
-rw-r--r--scene/resources/visual_shader_particle_nodes.cpp52
-rw-r--r--scene/resources/visual_shader_sdf_nodes.cpp18
11 files changed, 280 insertions, 257 deletions
diff --git a/scene/3d/xr_nodes.cpp b/scene/3d/xr_nodes.cpp
index a054f35d2e..66d1b97056 100644
--- a/scene/3d/xr_nodes.cpp
+++ b/scene/3d/xr_nodes.cpp
@@ -482,22 +482,22 @@ void XRController3D::_unbind_tracker() {
void XRController3D::_button_pressed(const String &p_name) {
// just pass it on...
- emit_signal("button_pressed", p_name);
+ emit_signal(SNAME("button_pressed"), p_name);
}
void XRController3D::_button_released(const String &p_name) {
// just pass it on...
- emit_signal("button_released", p_name);
+ emit_signal(SNAME("button_released"), p_name);
}
void XRController3D::_input_value_changed(const String &p_name, float p_value) {
// just pass it on...
- emit_signal("input_value_changed", p_name, p_value);
+ emit_signal(SNAME("input_value_changed"), p_name, p_value);
}
void XRController3D::_input_axis_changed(const String &p_name, Vector2 p_value) {
// just pass it on...
- emit_signal("input_axis_changed", p_name, p_value);
+ emit_signal(SNAME("input_axis_changed"), p_name, p_value);
}
bool XRController3D::is_button_pressed(const StringName &p_name) const {
diff --git a/scene/gui/popup_menu.cpp b/scene/gui/popup_menu.cpp
index 812339dc19..4798019720 100644
--- a/scene/gui/popup_menu.cpp
+++ b/scene/gui/popup_menu.cpp
@@ -67,7 +67,7 @@ Size2 PopupMenu::_get_contents_minimum_size() const {
size.width += items[i].h_ofs;
- if (items[i].checkable_type) {
+ if (items[i].checkable_type && !items[i].separator) {
has_check = true;
}
@@ -111,7 +111,7 @@ int PopupMenu::_get_item_height(int p_item) const {
ERR_FAIL_COND_V(p_item < 0, 0);
int icon_height = items[p_item].get_icon_size().height;
- if (items[p_item].checkable_type) {
+ if (items[p_item].checkable_type && !items[p_item].separator) {
icon_height = MAX(icon_height, MAX(get_theme_icon(SNAME("checked"))->get_height(), get_theme_icon(SNAME("radio_checked"))->get_height()));
}
@@ -495,7 +495,7 @@ void PopupMenu::_draw_items() {
bool rtl = control->is_layout_rtl();
Ref<StyleBox> style = get_theme_stylebox(SNAME("panel"));
Ref<StyleBox> hover = get_theme_stylebox(SNAME("hover"));
- // In Item::checkable_type enum order (less the non-checkable member)
+ // In Item::checkable_type enum order (less the non-checkable member).
Ref<Texture2D> check[] = { get_theme_icon(SNAME("checked")), get_theme_icon(SNAME("radio_checked")) };
Ref<Texture2D> uncheck[] = { get_theme_icon(SNAME("unchecked")), get_theme_icon(SNAME("radio_unchecked")) };
Ref<Texture2D> submenu;
@@ -524,6 +524,10 @@ void PopupMenu::_draw_items() {
float icon_ofs = 0.0;
bool has_check = false;
for (int i = 0; i < items.size(); i++) {
+ if (items[i].separator) {
+ continue;
+ }
+
icon_ofs = MAX(items[i].get_icon_size().width, icon_ofs);
if (items[i].checkable_type) {
@@ -567,29 +571,33 @@ void PopupMenu::_draw_items() {
if (items[i].separator) {
int sep_h = separator->get_center_size().height + separator->get_minimum_size().height;
int sep_ofs = Math::floor((h - sep_h) / 2.0);
- if (!text.is_empty()) {
- int text_size = items[i].text_buf->get_size().width;
- int text_center = display_width / 2;
- int text_left = text_center - text_size / 2;
- int text_right = text_center + text_size / 2;
- if (text_left > item_ofs.x) {
- labeled_separator_left->draw(ci, Rect2(item_ofs + Point2(0, sep_ofs), Size2(MAX(0, text_left - item_ofs.x), sep_h)));
+ if (!text.is_empty() || !items[i].icon.is_null()) {
+ int content_size = items[i].text_buf->get_size().width;
+ if (!items[i].icon.is_null()) {
+ content_size += icon_size.width + hseparation;
}
- if (text_right < display_width) {
- labeled_separator_right->draw(ci, Rect2(Point2(text_right, item_ofs.y + sep_ofs), Size2(MAX(0, display_width - text_right), sep_h)));
+
+ int content_center = display_width / 2;
+ int content_left = content_center - content_size / 2;
+ int content_right = content_center + content_size / 2;
+ if (content_left > item_ofs.x) {
+ labeled_separator_left->draw(ci, Rect2(item_ofs + Point2(0, sep_ofs), Size2(MAX(0, content_left - item_ofs.x), sep_h)));
+ }
+ if (content_right < display_width) {
+ labeled_separator_right->draw(ci, Rect2(Point2(content_right, item_ofs.y + sep_ofs), Size2(MAX(0, display_width - content_right), sep_h)));
}
} else {
separator->draw(ci, Rect2(item_ofs + Point2(0, sep_ofs), Size2(display_width, sep_h)));
}
}
- Color icon_color(1, 1, 1, items[i].disabled ? 0.5 : 1);
+ Color icon_color(1, 1, 1, items[i].disabled && !items[i].separator ? 0.5 : 1);
// For non-separator items, add some padding for the content.
item_ofs.x += item_start_padding;
// Checkboxes
- if (items[i].checkable_type) {
+ if (items[i].checkable_type && !items[i].separator) {
Texture2D *icon = (items[i].checked ? check[items[i].checkable_type - 1] : uncheck[items[i].checkable_type - 1]).ptr();
if (rtl) {
icon->draw(ci, Size2(control->get_size().width - item_ofs.x - icon->get_width(), item_ofs.y) + Point2(0, Math::floor((h - icon->get_height()) / 2.0)), icon_color);
@@ -598,16 +606,28 @@ void PopupMenu::_draw_items() {
}
}
+ int separator_ofs = (display_width - items[i].text_buf->get_size().width) / 2;
+
// Icon
if (!items[i].icon.is_null()) {
- if (rtl) {
- items[i].icon->draw(ci, Size2(control->get_size().width - item_ofs.x - check_ofs - icon_size.width, item_ofs.y) + Point2(0, Math::floor((h - icon_size.height) / 2.0)), icon_color);
+ if (items[i].separator) {
+ separator_ofs -= (icon_size.width + hseparation) / 2;
+
+ if (rtl) {
+ items[i].icon->draw(ci, Size2(control->get_size().width - item_ofs.x - separator_ofs - icon_size.width, item_ofs.y) + Point2(0, Math::floor((h - icon_size.height) / 2.0)), icon_color);
+ } else {
+ items[i].icon->draw(ci, item_ofs + Size2(separator_ofs, 0) + Point2(0, Math::floor((h - icon_size.height) / 2.0)), icon_color);
+ }
} else {
- items[i].icon->draw(ci, item_ofs + Size2(check_ofs, 0) + Point2(0, Math::floor((h - icon_size.height) / 2.0)), icon_color);
+ if (rtl) {
+ items[i].icon->draw(ci, Size2(control->get_size().width - item_ofs.x - check_ofs - icon_size.width, item_ofs.y) + Point2(0, Math::floor((h - icon_size.height) / 2.0)), icon_color);
+ } else {
+ items[i].icon->draw(ci, item_ofs + Size2(check_ofs, 0) + Point2(0, Math::floor((h - icon_size.height) / 2.0)), icon_color);
+ }
}
}
- // Submenu arrow on right hand side
+ // Submenu arrow on right hand side.
if (!items[i].submenu.is_empty()) {
if (rtl) {
submenu->draw(ci, Point2(scroll_width + style->get_margin(SIDE_LEFT) + item_end_padding, item_ofs.y + Math::floor(h - submenu->get_height()) / 2), icon_color);
@@ -621,8 +641,11 @@ void PopupMenu::_draw_items() {
int outline_size = get_theme_constant(SNAME("outline_size"));
if (items[i].separator) {
if (!text.is_empty()) {
- int center = (display_width - items[i].text_buf->get_size().width) / 2;
- Vector2 text_pos = Point2(center, item_ofs.y + Math::floor((h - items[i].text_buf->get_size().y) / 2.0));
+ Vector2 text_pos = Point2(separator_ofs, item_ofs.y + Math::floor((h - items[i].text_buf->get_size().y) / 2.0));
+ if (!items[i].icon.is_null()) {
+ text_pos.x = rtl ? text_pos.x - (icon_size.width + hseparation) : text_pos.x + icon_size.width + hseparation;
+ }
+
if (outline_size > 0 && font_outline_color.a > 0) {
items[i].text_buf->draw_outline(ci, text_pos, outline_size, font_outline_color);
}
@@ -659,7 +682,7 @@ void PopupMenu::_draw_items() {
items[i].accel_text_buf->draw(ci, text_pos, i == mouse_over ? font_hover_color : font_accelerator_color);
}
- // Cache the item vertical offset from the first item and the height
+ // Cache the item vertical offset from the first item and the height.
items.write[i]._ofs_cache = ofs.y;
items.write[i]._height_cache = h;
diff --git a/scene/gui/tab_container.cpp b/scene/gui/tab_container.cpp
index c3fc08731e..818431a6a0 100644
--- a/scene/gui/tab_container.cpp
+++ b/scene/gui/tab_container.cpp
@@ -704,7 +704,7 @@ void TabContainer::add_child_notify(Node *p_child) {
}
_refresh_texts();
- call_deferred("_repaint");
+ call_deferred(SNAME("_repaint"));
update();
bool first = (_get_tabs().size() == 1);
diff --git a/scene/gui/tree.cpp b/scene/gui/tree.cpp
index a190e08088..e33ce0b017 100644
--- a/scene/gui/tree.cpp
+++ b/scene/gui/tree.cpp
@@ -202,7 +202,7 @@ void TreeItem::propagate_check(int p_column, bool p_emit_signal) {
bool ch = cells[p_column].checked;
if (p_emit_signal) {
- tree->emit_signal("check_propagated_to_item", this, p_column);
+ tree->emit_signal(SNAME("check_propagated_to_item"), this, p_column);
}
_propagate_check_through_children(p_column, ch, p_emit_signal);
_propagate_check_through_parents(p_column, p_emit_signal);
@@ -213,7 +213,7 @@ void TreeItem::_propagate_check_through_children(int p_column, bool p_checked, b
while (current) {
current->set_checked(p_column, p_checked);
if (p_emit_signal) {
- current->tree->emit_signal("check_propagated_to_item", current, p_column);
+ current->tree->emit_signal(SNAME("check_propagated_to_item"), current, p_column);
}
current->_propagate_check_through_children(p_column, p_checked, p_emit_signal);
current = current->get_next();
@@ -252,7 +252,7 @@ void TreeItem::_propagate_check_through_parents(int p_column, bool p_emit_signal
}
if (p_emit_signal) {
- current->tree->emit_signal("check_propagated_to_item", current, p_column);
+ current->tree->emit_signal(SNAME("check_propagated_to_item"), current, p_column);
}
current->_propagate_check_through_parents(p_column, p_emit_signal);
}
diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp
index ee66a61da8..0ee0e4b33e 100644
--- a/scene/resources/texture.cpp
+++ b/scene/resources/texture.cpp
@@ -1902,7 +1902,7 @@ void GradientTexture2D::_queue_update() {
return;
}
update_pending = true;
- call_deferred("_update");
+ call_deferred(SNAME("_update"));
}
void GradientTexture2D::_update() {
diff --git a/scene/resources/tile_set.cpp b/scene/resources/tile_set.cpp
index 2854cbe30d..1f77cc0570 100644
--- a/scene/resources/tile_set.cpp
+++ b/scene/resources/tile_set.cpp
@@ -4410,7 +4410,7 @@ void TileSetAtlasSource::_clear_tiles_outside_texture() {
void TileSetAtlasSource::_queue_update_padded_texture() {
padded_texture_needs_update = true;
- call_deferred("_update_padded_texture");
+ call_deferred(SNAME("_update_padded_texture"));
}
void TileSetAtlasSource::_update_padded_texture() {
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index dd2f3d2202..1683756a3e 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -250,7 +250,7 @@ int VisualShaderNode::get_expanded_output_port_count() const {
case PORT_TYPE_VECTOR_2D: {
count2 += 2;
} break;
- case PORT_TYPE_VECTOR: {
+ case PORT_TYPE_VECTOR_3D: {
count2 += 3;
} break;
default:
@@ -359,7 +359,7 @@ void VisualShaderNode::_bind_methods() {
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D);
- BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR);
+ BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
@@ -1088,7 +1088,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n";
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
} break;
default: {
@@ -1549,7 +1549,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = "dot(" + src_var + ", vec2(0.333333, 0.333333))";
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))";
} break;
default:
@@ -1567,7 +1567,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = "dot(float(" + src_var + "), vec2(0.333333, 0.333333))";
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))";
} break;
default:
@@ -1585,7 +1585,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = "all(bvec2(" + src_var + "))";
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "all(bvec3(" + src_var + "))";
} break;
default:
@@ -1603,7 +1603,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)";
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "vec2(" + src_var + ".xy)";
} break;
default:
@@ -1611,7 +1611,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
}
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
switch (out_type) {
case VisualShaderNode::PORT_TYPE_SCALAR: {
inputs[i] = "vec3(" + src_var + ")";
@@ -1695,7 +1695,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
output_count += 2;
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
output_count += 3;
} break;
default:
@@ -1722,7 +1722,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D:
outputs[i] = "vec2 " + var_name;
break;
- case VisualShaderNode::PORT_TYPE_VECTOR:
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D:
outputs[i] = "vec3 " + var_name;
break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
@@ -1739,7 +1739,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
j += 2;
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
j += 3;
} break;
default:
@@ -1761,7 +1761,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D:
code += " vec2 " + outputs[i] + ";\n";
break;
- case VisualShaderNode::PORT_TYPE_VECTOR:
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D:
code += " vec3 " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
@@ -1778,7 +1778,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
j += 2;
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
j += 3;
} break;
default:
@@ -1822,7 +1822,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
i += 2;
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
if (!new_line_inserted) {
code += "\n";
@@ -2322,17 +2322,17 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// 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" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "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_VECTOR_3D, "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" },
@@ -2346,15 +2346,15 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
// 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" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
@@ -2372,18 +2372,18 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
// 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_3D, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
- { 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" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "backlight", "BACKLIGHT" },
- { 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" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
@@ -2400,7 +2400,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Canvas Item, Vertex
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
@@ -2409,13 +2409,13 @@ 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_VECTOR_3D, "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" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "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_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
@@ -2426,41 +2426,41 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
- { 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_VECTOR_3D, "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_2D, "vertex", "VERTEX" },
// Canvas Item, Light
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR.rgb" },
{ 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", "SHADOW_MODULATE.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "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_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular_shininess", "SPECULAR_SHININESS.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular_shininess", "SPECULAR_SHININESS.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
// Particles, Start
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
@@ -2470,13 +2470,13 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Start (Custom)
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
@@ -2486,13 +2486,13 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Process
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
@@ -2502,13 +2502,13 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Process (Custom)
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
@@ -2518,15 +2518,15 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Collide
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "collision_normal", "COLLISION_NORMAL" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
@@ -2539,27 +2539,27 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "eyedir", "EYEDIR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "half_res_color", "HALF_RES_COLOR.rgb" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "half_res_color", "HALF_RES_COLOR.rgb" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light0_color", "LIGHT0_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light0_direction", "LIGHT0_DIRECTION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light1_color", "LIGHT1_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light1_direction", "LIGHT1_DIRECTION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_color", "LIGHT1_COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_direction", "LIGHT1_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light2_color", "LIGHT2_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light2_direction", "LIGHT2_DIRECTION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_color", "LIGHT2_COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_direction", "LIGHT2_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light3_color", "LIGHT3_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light3_direction", "LIGHT3_DIRECTION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_color", "LIGHT3_COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_direction", "LIGHT3_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "position", "POSITION" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
@@ -2568,10 +2568,10 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Fog, Fog
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "world_position", "WORLD_POSITION" },
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "object_position", "OBJECT_POSITION" },
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "uvw", "UVW" },
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "extents", "EXTENTS" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "extents", "EXTENTS" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
@@ -2581,25 +2581,25 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
// Spatial, Vertex
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Spatial, Fragment
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
@@ -2607,8 +2607,8 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
// Spatial, Light
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
@@ -2618,25 +2618,25 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Canvas Item, Fragment
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Canvas Item, Light
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
@@ -2718,7 +2718,7 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T
case PORT_TYPE_VECTOR_2D: {
code = " " + p_output_vars[0] + " = vec2(0.0);\n";
} break;
- case PORT_TYPE_VECTOR: {
+ case PORT_TYPE_VECTOR_3D: {
code = " " + p_output_vars[0] + " = vec3(0.0);\n";
} break;
case PORT_TYPE_BOOLEAN: {
@@ -2960,12 +2960,12 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port
case UniformType::UNIFORM_TYPE_VECTOR2:
return PortType::PORT_TYPE_VECTOR_2D;
case UniformType::UNIFORM_TYPE_VECTOR3:
- return PortType::PORT_TYPE_VECTOR;
+ return PortType::PORT_TYPE_VECTOR_3D;
case UniformType::UNIFORM_TYPE_TRANSFORM:
return PortType::PORT_TYPE_TRANSFORM;
case UniformType::UNIFORM_TYPE_COLOR:
if (p_port == 0) {
- return PortType::PORT_TYPE_VECTOR;
+ return PortType::PORT_TYPE_VECTOR_3D;
} else if (p_port == 1) {
return PORT_TYPE_SCALAR;
}
@@ -3061,11 +3061,11 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_b
case UniformType::UNIFORM_TYPE_VECTOR2:
return PORT_TYPE_VECTOR_2D;
case UniformType::UNIFORM_TYPE_VECTOR3:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case UniformType::UNIFORM_TYPE_TRANSFORM:
return PORT_TYPE_TRANSFORM;
case UniformType::UNIFORM_TYPE_COLOR:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3131,29 +3131,29 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
////////////////////////////////////////////////////////////////////////
// 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" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "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, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_view_matrix", "MODELVIEW_MATRIX" },
////////////////////////////////////////////////////////////////////////
// Node3D, Fragment.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "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" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "emission", "EMISSION" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal_map", "NORMAL_MAP" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
@@ -3163,15 +3163,15 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "anisotropy_flow", "ANISOTROPY_FLOW" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "backlight", "BACKLIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
{ 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" },
////////////////////////////////////////////////////////////////////////
// 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" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
////////////////////////////////////////////////////////////////////////
@@ -3181,39 +3181,39 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ 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_VECTOR_3D, "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_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal_map", "NORMAL_MAP" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
- { 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_3D, "light_vertex", "LIGHT_VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "shadow_vertex", "SHADOW_VERTEX" },
////////////////////////////////////////////////////////////////////////
// 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_VECTOR_3D, "light", "LIGHT.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
////////////////////////////////////////////////////////////////////////
// Sky, Sky.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "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_VECTOR_3D, "fog", "FOG.rgb" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "fog_alpha", "FOG.a" },
////////////////////////////////////////////////////////////////////////
// Fog, Fog.
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "density", "DENSITY" },
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "emission", "EMISSION" },
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
@@ -4147,7 +4147,7 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad
case PORT_TYPE_VECTOR_2D:
tk = "vec2(0.0, 0.0)";
break;
- case PORT_TYPE_VECTOR:
+ case PORT_TYPE_VECTOR_3D:
tk = "vec3(0.0, 0.0, 0.0)";
break;
case PORT_TYPE_BOOLEAN:
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index 9f877e08a5..e85bf696b0 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -215,7 +215,7 @@ public:
PORT_TYPE_SCALAR,
PORT_TYPE_SCALAR_INT,
PORT_TYPE_VECTOR_2D,
- PORT_TYPE_VECTOR,
+ PORT_TYPE_VECTOR_3D,
PORT_TYPE_BOOLEAN,
PORT_TYPE_TRANSFORM,
PORT_TYPE_SAMPLER,
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 9a714fd3dd..1205ba91c4 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -37,7 +37,7 @@ VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_input_port_
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -49,7 +49,7 @@ VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_output_port
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -291,7 +291,7 @@ int VisualShaderNodeColorConstant::get_input_port_count() const {
}
VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
@@ -303,7 +303,7 @@ int VisualShaderNodeColorConstant::get_output_port_count() const {
}
VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
@@ -426,7 +426,7 @@ int VisualShaderNodeVec3Constant::get_input_port_count() const {
}
VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
@@ -438,7 +438,7 @@ int VisualShaderNodeVec3Constant::get_output_port_count() const {
}
VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
@@ -488,7 +488,7 @@ int VisualShaderNodeTransformConstant::get_input_port_count() const {
}
VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
@@ -591,7 +591,7 @@ VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(
if (p_port == 0 && source == SOURCE_DEPTH) {
return PORT_TYPE_SCALAR;
}
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
@@ -1064,7 +1064,7 @@ int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
}
VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
@@ -1135,7 +1135,7 @@ int VisualShaderNodeSample3D::get_input_port_count() const {
VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 1:
return PORT_TYPE_SCALAR;
case 2:
@@ -1161,7 +1161,7 @@ int VisualShaderNodeSample3D::get_output_port_count() const {
}
VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
@@ -1398,7 +1398,7 @@ int VisualShaderNodeCubemap::get_input_port_count() const {
VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 1:
return PORT_TYPE_SCALAR;
case 2:
@@ -1426,7 +1426,7 @@ int VisualShaderNodeCubemap::get_output_port_count() const {
}
VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
@@ -2020,7 +2020,7 @@ int VisualShaderNodeColorOp::get_input_port_count() const {
}
VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
@@ -2032,7 +2032,7 @@ int VisualShaderNodeColorOp::get_output_port_count() const {
}
VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
@@ -2293,7 +2293,7 @@ int VisualShaderNodeTransformVecMult::get_input_port_count() const {
}
VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
+ return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
@@ -2305,7 +2305,7 @@ int VisualShaderNodeTransformVecMult::get_output_port_count() const {
}
VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
@@ -2815,7 +2815,7 @@ int VisualShaderNodeColorFunc::get_input_port_count() const {
}
VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
@@ -2827,7 +2827,7 @@ int VisualShaderNodeColorFunc::get_output_port_count() const {
}
VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
@@ -3124,7 +3124,7 @@ int VisualShaderNodeDotProduct::get_input_port_count() const {
}
VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
@@ -3258,7 +3258,7 @@ VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_inp
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3278,7 +3278,7 @@ VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_out
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3389,7 +3389,7 @@ VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3418,7 +3418,7 @@ VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3570,7 +3570,7 @@ int VisualShaderNodeOuterProduct::get_input_port_count() const {
}
VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
@@ -3625,10 +3625,10 @@ VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_p
}
break;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
if (p_port == 1) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
break;
default:
@@ -3658,9 +3658,9 @@ VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_
case OP_TYPE_VECTOR_2D_SCALAR:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3757,10 +3757,10 @@ VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_
}
break;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
if (p_port == 2) {
- return PORT_TYPE_VECTOR; // x
+ return PORT_TYPE_VECTOR_3D; // x
}
break;
default:
@@ -3792,9 +3792,9 @@ VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port
case OP_TYPE_VECTOR_2D_SCALAR:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3954,7 +3954,7 @@ VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input
return PORT_TYPE_SCALAR;
}
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
@@ -3974,7 +3974,7 @@ int VisualShaderNodeVectorRefract::get_output_port_count() const {
}
VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
@@ -4011,12 +4011,12 @@ VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_por
}
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
if (p_port == 2) {
break;
}
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -4044,9 +4044,9 @@ VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_po
case OP_TYPE_VECTOR_2D_SCALAR:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -4245,7 +4245,7 @@ int VisualShaderNodeTransformCompose::get_input_port_count() const {
}
VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
@@ -4402,7 +4402,7 @@ int VisualShaderNodeTransformDecompose::get_output_port_count() const {
}
VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
@@ -4933,7 +4933,7 @@ int VisualShaderNodeColorUniform::get_input_port_count() const {
}
VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
@@ -4945,7 +4945,7 @@ int VisualShaderNodeColorUniform::get_output_port_count() const {
}
VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
@@ -5137,7 +5137,7 @@ int VisualShaderNodeVec3Uniform::get_input_port_count() const {
}
VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
@@ -5149,7 +5149,7 @@ int VisualShaderNodeVec3Uniform::get_output_port_count() const {
}
VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
@@ -5237,7 +5237,7 @@ int VisualShaderNodeTransformUniform::get_input_port_count() const {
}
VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
@@ -5358,7 +5358,7 @@ int VisualShaderNodeTextureUniform::get_output_port_count() const {
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 1:
return PORT_TYPE_SCALAR;
case 2:
@@ -5680,7 +5680,7 @@ int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR;
}
@@ -5996,7 +5996,7 @@ VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port)
if (p_port == 0 || p_port == 1 || p_port == 2) {
return PORT_TYPE_SCALAR;
}
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeIf::get_input_port_name(int p_port) const {
@@ -6023,7 +6023,7 @@ int VisualShaderNodeIf::get_output_port_count() const {
}
VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeIf::get_output_port_name(int p_port) const {
@@ -6078,7 +6078,7 @@ VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case OP_TYPE_TRANSFORM:
@@ -6114,7 +6114,7 @@ VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(in
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case OP_TYPE_TRANSFORM:
@@ -6224,15 +6224,15 @@ int VisualShaderNodeFresnel::get_input_port_count() const {
VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 1:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 2:
return PORT_TYPE_BOOLEAN;
case 3:
return PORT_TYPE_SCALAR;
default:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
}
@@ -6418,7 +6418,7 @@ VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(i
case CTYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case CTYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case CTYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case CTYPE_TRANSFORM:
@@ -6670,7 +6670,7 @@ VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_por
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -6697,7 +6697,7 @@ VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_po
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
diff --git a/scene/resources/visual_shader_particle_nodes.cpp b/scene/resources/visual_shader_particle_nodes.cpp
index fbac92a06d..3376d6aa0b 100644
--- a/scene/resources/visual_shader_particle_nodes.cpp
+++ b/scene/resources/visual_shader_particle_nodes.cpp
@@ -39,7 +39,7 @@ int VisualShaderNodeParticleEmitter::get_output_port_count() const {
}
VisualShaderNodeParticleEmitter::PortType VisualShaderNodeParticleEmitter::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeParticleEmitter::get_output_port_name(int p_port) const {
@@ -154,7 +154,7 @@ int VisualShaderNodeParticleBoxEmitter::get_input_port_count() const {
VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleBoxEmitter::get_input_port_type(int p_port) const {
if (p_port == 0) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR;
}
@@ -270,17 +270,17 @@ int VisualShaderNodeParticleMeshEmitter::get_output_port_count() const {
VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleMeshEmitter::get_output_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR; // position
+ return PORT_TYPE_VECTOR_3D; // position
case 1:
- return PORT_TYPE_VECTOR; // normal
+ return PORT_TYPE_VECTOR_3D; // normal
case 2:
- return PORT_TYPE_VECTOR; // color
+ return PORT_TYPE_VECTOR_3D; // color
case 3:
return PORT_TYPE_SCALAR; // alpha
case 4:
- return PORT_TYPE_VECTOR; // uv
+ return PORT_TYPE_VECTOR_3D; // uv
case 5:
- return PORT_TYPE_VECTOR; // uv2
+ return PORT_TYPE_VECTOR_3D; // uv2
}
return PORT_TYPE_SCALAR;
}
@@ -731,7 +731,7 @@ int VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_count() const {
VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1) { // position, rotation_axis
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR; // angle (degrees/radians)
}
@@ -762,7 +762,7 @@ int VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_count() const {
}
VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_name(int p_port) const {
@@ -815,7 +815,7 @@ int VisualShaderNodeParticleConeVelocity::get_input_port_count() const {
VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_input_port_type(int p_port) const {
if (p_port == 0) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
} else if (p_port == 1) {
return PORT_TYPE_SCALAR;
}
@@ -836,7 +836,7 @@ int VisualShaderNodeParticleConeVelocity::get_output_port_count() const {
}
VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeParticleConeVelocity::get_output_port_name(int p_port) const {
@@ -899,7 +899,7 @@ int VisualShaderNodeParticleRandomness::get_output_port_count() const {
VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_output_port_type(int p_port) const {
if (op_type == OP_TYPE_VECTOR) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR;
}
@@ -914,7 +914,7 @@ int VisualShaderNodeParticleRandomness::get_input_port_count() const {
VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_input_port_type(int p_port) const {
if (op_type == OP_TYPE_VECTOR) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR;
}
@@ -996,7 +996,7 @@ int VisualShaderNodeParticleAccelerator::get_output_port_count() const {
}
VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeParticleAccelerator::get_output_port_name(int p_port) const {
@@ -1009,11 +1009,11 @@ int VisualShaderNodeParticleAccelerator::get_input_port_count() const {
VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_input_port_type(int p_port) const {
if (p_port == 0) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
} else if (p_port == 1) {
return PORT_TYPE_SCALAR;
} else if (p_port == 2) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR;
}
@@ -1106,19 +1106,19 @@ VisualShaderNodeParticleOutput::PortType VisualShaderNodeParticleOutput::get_inp
switch (p_port) {
case 0:
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
- return PORT_TYPE_VECTOR; // custom.rgb
+ return PORT_TYPE_VECTOR_3D; // custom.rgb
}
return PORT_TYPE_BOOLEAN; // active
case 1:
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
break; // custom.a (scalar)
}
- return PORT_TYPE_VECTOR; // velocity
+ return PORT_TYPE_VECTOR_3D; // velocity
case 2:
- return PORT_TYPE_VECTOR; // color & velocity
+ return PORT_TYPE_VECTOR_3D; // color & velocity
case 3:
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
- return PORT_TYPE_VECTOR; // color
+ return PORT_TYPE_VECTOR_3D; // color
}
break; // alpha (scalar)
case 4:
@@ -1131,18 +1131,18 @@ VisualShaderNodeParticleOutput::PortType VisualShaderNodeParticleOutput::get_inp
if (shader_type == VisualShader::TYPE_COLLIDE) {
return PORT_TYPE_TRANSFORM; // transform
}
- return PORT_TYPE_VECTOR; // position
+ return PORT_TYPE_VECTOR_3D; // position
case 5:
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
return PORT_TYPE_TRANSFORM; // transform
}
if (shader_type == VisualShader::TYPE_PROCESS) {
- return PORT_TYPE_VECTOR; // rotation_axis
+ return PORT_TYPE_VECTOR_3D; // rotation_axis
}
break; // scale (scalar)
case 6:
if (shader_type == VisualShader::TYPE_START) {
- return PORT_TYPE_VECTOR; // rotation_axis
+ return PORT_TYPE_VECTOR_3D; // rotation_axis
}
break;
case 7:
@@ -1372,13 +1372,13 @@ VisualShaderNodeParticleEmit::PortType VisualShaderNodeParticleEmit::get_input_p
case 1:
return PORT_TYPE_TRANSFORM;
case 2:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 3:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 4:
return PORT_TYPE_SCALAR;
case 5:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 6:
return PORT_TYPE_SCALAR;
}
diff --git a/scene/resources/visual_shader_sdf_nodes.cpp b/scene/resources/visual_shader_sdf_nodes.cpp
index 6654e2319b..559831c3c2 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_3D;
}
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_3D;
}
String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
@@ -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_3D;
}
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_3D;
}
String VisualShaderNodeScreenUVToSDF::get_output_port_name(int p_port) const {
@@ -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_3D;
}
String VisualShaderNodeTextureSDF::get_input_port_name(int p_port) const {
@@ -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_3D;
}
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_3D;
}
String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const {
@@ -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_3D;
}
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_3D;
}
return PORT_TYPE_SCALAR;
}