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-rw-r--r--scene/resources/visual_shader_nodes.cpp50
-rw-r--r--scene/resources/visual_shader_nodes.h3
2 files changed, 51 insertions, 2 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index a44471a365..746edc65b0 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -357,9 +357,13 @@ int VisualShaderNodeTexture::get_output_port_count() const {
return 2;
}
VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
+ if (p_port == 0 && source == SOURCE_DEPTH)
+ return PORT_TYPE_SCALAR;
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
+ if (p_port == 0 && source == SOURCE_DEPTH)
+ return "depth";
return p_port == 0 ? "rgb" : "alpha";
}
@@ -475,6 +479,41 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
return code;
}
+ if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
+ {
+ if (source == SOURCE_DEPTH) {
+ String code;
+ code += "\t" + p_output_vars[0] + " = 0.0;\n";
+ code += "\t" + p_output_vars[1] + " = 1.0;\n";
+ return code;
+ }
+ }
+
+ if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
+
+ String code = "\t{\n";
+ if (p_input_vars[0] == String()) { //none bound, do nothing
+
+ code += "\t\tfloat _depth = 0.0;\n";
+
+ } else if (p_input_vars[1] == String()) {
+ //no lod
+ code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy ).r;\n";
+ } else {
+ code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " ).r;\n";
+ }
+
+ code += "\t\t" + p_output_vars[0] + " = _depth;\n";
+ code += "\t\t" + p_output_vars[1] + " = 1.0;\n";
+ code += "\t}\n";
+ return code;
+ } else if (source == SOURCE_DEPTH) {
+ String code;
+ code += "\t" + p_output_vars[0] + " = 0.0;\n";
+ code += "\t" + p_output_vars[1] + " = 1.0;\n";
+ return code;
+ }
+
//none
String code;
code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
@@ -543,6 +582,14 @@ String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::T
return String(); // all good
}
+ if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
+
+ if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
+ return TTR("Invalid source for preview.");
+ }
+ return String(); // all good
+ }
+
return TTR("Invalid source for shader.");
}
@@ -557,7 +604,7 @@ void VisualShaderNodeTexture::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D"), "set_source", "get_source");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth"), "set_source", "get_source");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
@@ -565,6 +612,7 @@ void VisualShaderNodeTexture::_bind_methods() {
BIND_ENUM_CONSTANT(SOURCE_SCREEN);
BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
+ BIND_ENUM_CONSTANT(SOURCE_DEPTH);
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index ef64b50711..235714f697 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -198,7 +198,8 @@ public:
SOURCE_TEXTURE,
SOURCE_SCREEN,
SOURCE_2D_TEXTURE,
- SOURCE_2D_NORMAL
+ SOURCE_2D_NORMAL,
+ SOURCE_DEPTH
};
enum TextureType {