Merge pull request #33817 from Chaosus/vs_fresnel

Make Fresnel node in visual shaders to use default NORMAL/VIEW
This commit is contained in:
Yuri Roubinsky 2020-01-08 12:15:46 +03:00 committed by GitHub
commit ed22a4c454
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2 changed files with 25 additions and 3 deletions

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@ -3685,12 +3685,33 @@ String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
}
String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + "));";
String normal;
String view;
if (p_input_vars[0] == String()) {
normal = "NORMAL";
} else {
normal = p_input_vars[0];
}
if (p_input_vars[1] == String()) {
view = "VIEW";
} else {
view = p_input_vars[1];
}
return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));";
}
String VisualShaderNodeFresnel::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "default";
} else if (p_port == 1) {
return "default";
}
return "";
}
VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(2, false);
set_input_port_default_value(3, 1.0);
}

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@ -1579,6 +1579,7 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String get_input_port_default_hint(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const;
VisualShaderNodeFresnel();