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godot
Commits
e1b4c771
Unverified
Commit
e1b4c771
authored
May 05, 2020
by
Yuri Roubinsky
Committed by
GitHub
May 05, 2020
Browse files
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Merge pull request #38479 from Chaosus/vs4_canvas_input_fixes
Some fixes for canvas item visual shader inputs
parents
1c23a0cc
463e4ad0
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2 changed files
with
6 additions
and
2 deletions
+6
-2
visual_shader_editor_plugin.cpp
editor/plugins/visual_shader_editor_plugin.cpp
+3
-1
visual_shader.cpp
scene/resources/visual_shader.cpp
+3
-1
No files found.
editor/plugins/visual_shader_editor_plugin.cpp
View file @
e1b4c771
...
...
@@ -2650,7 +2650,7 @@ VisualShaderEditor::VisualShaderEditor() {
add_options
.
push_back
(
AddOption
(
"Texture"
,
"Input"
,
"Fragment"
,
"VisualShaderNodeInput"
,
vformat
(
input_param_for_fragment_and_light_shader_modes
,
"texture"
),
"texture"
,
VisualShaderNode
::
PORT_TYPE_SAMPLER
,
VisualShader
::
TYPE_FRAGMENT
,
Shader
::
MODE_CANVAS_ITEM
));
add_options
.
push_back
(
AddOption
(
"FragCoord"
,
"Input"
,
"Light"
,
"VisualShaderNodeInput"
,
vformat
(
input_param_for_fragment_and_light_shader_modes
,
"fragcoord"
),
"fragcoord"
,
VisualShaderNode
::
PORT_TYPE_VECTOR
,
VisualShader
::
TYPE_LIGHT
,
Shader
::
MODE_CANVAS_ITEM
));
add_options
.
push_back
(
AddOption
(
"LightAlpha"
,
"Input"
,
"Light"
,
"VisualShaderNodeInput"
,
vformat
(
input_param_for_light_shader_mode
,
"light_alpha"
),
"light_alpha"
,
VisualShaderNode
::
PORT_TYPE_
VECTO
R
,
VisualShader
::
TYPE_LIGHT
,
Shader
::
MODE_CANVAS_ITEM
));
add_options
.
push_back
(
AddOption
(
"LightAlpha"
,
"Input"
,
"Light"
,
"VisualShaderNodeInput"
,
vformat
(
input_param_for_light_shader_mode
,
"light_alpha"
),
"light_alpha"
,
VisualShaderNode
::
PORT_TYPE_
SCALA
R
,
VisualShader
::
TYPE_LIGHT
,
Shader
::
MODE_CANVAS_ITEM
));
add_options
.
push_back
(
AddOption
(
"LightColor"
,
"Input"
,
"Light"
,
"VisualShaderNodeInput"
,
vformat
(
input_param_for_light_shader_mode
,
"light_color"
),
"light_color"
,
VisualShaderNode
::
PORT_TYPE_VECTOR
,
VisualShader
::
TYPE_LIGHT
,
Shader
::
MODE_CANVAS_ITEM
));
add_options
.
push_back
(
AddOption
(
"LightHeight"
,
"Input"
,
"Light"
,
"VisualShaderNodeInput"
,
vformat
(
input_param_for_light_shader_mode
,
"light_height"
),
"light_height"
,
VisualShaderNode
::
PORT_TYPE_SCALAR
,
VisualShader
::
TYPE_LIGHT
,
Shader
::
MODE_CANVAS_ITEM
));
add_options
.
push_back
(
AddOption
(
"LightUV"
,
"Input"
,
"Light"
,
"VisualShaderNodeInput"
,
vformat
(
input_param_for_light_shader_mode
,
"light_uv"
),
"light_uv"
,
VisualShaderNode
::
PORT_TYPE_VECTOR
,
VisualShader
::
TYPE_LIGHT
,
Shader
::
MODE_CANVAS_ITEM
));
...
...
@@ -2658,7 +2658,9 @@ VisualShaderEditor::VisualShaderEditor() {
add_options
.
push_back
(
AddOption
(
"Normal"
,
"Input"
,
"Light"
,
"VisualShaderNodeInput"
,
vformat
(
input_param_for_light_shader_mode
,
"normal"
),
"normal"
,
VisualShaderNode
::
PORT_TYPE_VECTOR
,
VisualShader
::
TYPE_LIGHT
,
Shader
::
MODE_CANVAS_ITEM
));
add_options
.
push_back
(
AddOption
(
"PointCoord"
,
"Input"
,
"Light"
,
"VisualShaderNodeInput"
,
vformat
(
input_param_for_fragment_and_light_shader_modes
,
"point_coord"
),
"point_coord"
,
VisualShaderNode
::
PORT_TYPE_VECTOR
,
VisualShader
::
TYPE_LIGHT
,
Shader
::
MODE_CANVAS_ITEM
));
add_options
.
push_back
(
AddOption
(
"ScreenUV"
,
"Input"
,
"Light"
,
"VisualShaderNodeInput"
,
vformat
(
input_param_for_fragment_and_light_shader_modes
,
"screen_uv"
),
"screen_uv"
,
VisualShaderNode
::
PORT_TYPE_VECTOR
,
VisualShader
::
TYPE_LIGHT
,
Shader
::
MODE_CANVAS_ITEM
));
add_options
.
push_back
(
AddOption
(
"ShadowAlpha"
,
"Input"
,
"Light"
,
"VisualShaderNodeInput"
,
vformat
(
input_param_for_light_shader_mode
,
"shadow_alpha"
),
"shadow_alpha"
,
VisualShaderNode
::
PORT_TYPE_SCALAR
,
VisualShader
::
TYPE_LIGHT
,
Shader
::
MODE_CANVAS_ITEM
));
add_options
.
push_back
(
AddOption
(
"ShadowColor"
,
"Input"
,
"Light"
,
"VisualShaderNodeInput"
,
vformat
(
input_param_for_light_shader_mode
,
"shadow_color"
),
"shadow_color"
,
VisualShaderNode
::
PORT_TYPE_VECTOR
,
VisualShader
::
TYPE_LIGHT
,
Shader
::
MODE_CANVAS_ITEM
));
add_options
.
push_back
(
AddOption
(
"ShadowVec"
,
"Input"
,
"Light"
,
"VisualShaderNodeInput"
,
vformat
(
input_param_for_light_shader_mode
,
"shadow_vec"
),
"shadow_vec"
,
VisualShaderNode
::
PORT_TYPE_VECTOR
,
VisualShader
::
TYPE_LIGHT
,
Shader
::
MODE_CANVAS_ITEM
));
add_options
.
push_back
(
AddOption
(
"Texture"
,
"Input"
,
"Light"
,
"VisualShaderNodeInput"
,
vformat
(
input_param_for_fragment_and_light_shader_modes
,
"texture"
),
"texture"
,
VisualShaderNode
::
PORT_TYPE_SAMPLER
,
VisualShader
::
TYPE_LIGHT
,
Shader
::
MODE_CANVAS_ITEM
));
add_options
.
push_back
(
AddOption
(
"Extra"
,
"Input"
,
"Vertex"
,
"VisualShaderNodeInput"
,
vformat
(
input_param_for_vertex_shader_mode
,
"extra"
),
"extra"
,
VisualShaderNode
::
PORT_TYPE_TRANSFORM
,
VisualShader
::
TYPE_VERTEX
,
Shader
::
MODE_CANVAS_ITEM
));
...
...
scene/resources/visual_shader.cpp
View file @
e1b4c771
...
...
@@ -1630,9 +1630,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{
Shader
::
MODE_CANVAS_ITEM
,
VisualShader
::
TYPE_LIGHT
,
VisualShaderNode
::
PORT_TYPE_VECTOR
,
"light_vec"
,
"vec3(LIGHT_VEC, 0.0)"
},
{
Shader
::
MODE_CANVAS_ITEM
,
VisualShader
::
TYPE_LIGHT
,
VisualShaderNode
::
PORT_TYPE_SCALAR
,
"light_height"
,
"LIGHT_HEIGHT"
},
{
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_
VECTO
R
,
"light_alpha"
,
"LIGHT_COLOR.a"
},
{
Shader
::
MODE_CANVAS_ITEM
,
VisualShader
::
TYPE_LIGHT
,
VisualShaderNode
::
PORT_TYPE_
SCALA
R
,
"light_alpha"
,
"LIGHT_COLOR.a"
},
{
Shader
::
MODE_CANVAS_ITEM
,
VisualShader
::
TYPE_LIGHT
,
VisualShaderNode
::
PORT_TYPE_VECTOR
,
"light_uv"
,
"vec3(LIGHT_UV, 0.0)"
},
{
Shader
::
MODE_CANVAS_ITEM
,
VisualShader
::
TYPE_LIGHT
,
VisualShaderNode
::
PORT_TYPE_VECTOR
,
"shadow_color"
,
"SHADOW_COLOR.rgb"
},
{
Shader
::
MODE_CANVAS_ITEM
,
VisualShader
::
TYPE_LIGHT
,
VisualShaderNode
::
PORT_TYPE_SCALAR
,
"shadow_alpha"
,
"SHADOW_COLOR.a"
},
{
Shader
::
MODE_CANVAS_ITEM
,
VisualShader
::
TYPE_LIGHT
,
VisualShaderNode
::
PORT_TYPE_VECTOR
,
"shadow_vec"
,
"vec3(SHADOW_VEC, 0.0)"
},
{
Shader
::
MODE_CANVAS_ITEM
,
VisualShader
::
TYPE_LIGHT
,
VisualShaderNode
::
PORT_TYPE_VECTOR
,
"screen_uv"
,
"vec3(SCREEN_UV, 0.0)"
},
{
Shader
::
MODE_CANVAS_ITEM
,
VisualShader
::
TYPE_LIGHT
,
VisualShaderNode
::
PORT_TYPE_VECTOR
,
"texture_pixel_size"
,
"vec3(TEXTURE_PIXEL_SIZE, 1.0)"
},
{
Shader
::
MODE_CANVAS_ITEM
,
VisualShader
::
TYPE_LIGHT
,
VisualShaderNode
::
PORT_TYPE_VECTOR
,
"point_coord"
,
"vec3(POINT_COORD, 0.0)"
},
...
...
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