mirror of
https://github.com/godotengine/godot.git
synced 2024-11-22 12:12:28 +00:00
Fix code generation for ProximityRange node in visual shader
This commit is contained in:
parent
621e32971e
commit
f9b5e9da37
@ -1034,7 +1034,7 @@ 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,Depth,SamplerPort,ScreenNormal,Roughness"), "set_source", "get_source");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort,Normal3D,Roughness"), "set_source", "get_source");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
|
||||
|
||||
@ -7694,12 +7694,15 @@ bool VisualShaderNodeProximityFade::has_output_port_preview(int p_port) const {
|
||||
return false;
|
||||
}
|
||||
|
||||
String VisualShaderNodeProximityFade::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
|
||||
return "uniform sampler2D " + make_unique_id(p_type, p_id, "depth_tex") + " : hint_depth_texture;\n";
|
||||
}
|
||||
|
||||
String VisualShaderNodeProximityFade::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 {
|
||||
String code;
|
||||
code += " {\n";
|
||||
|
||||
String proximity_fade_distance = vformat("%s", p_input_vars[0]);
|
||||
code += " float __depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;\n";
|
||||
code += " float __depth_tex = texture(" + make_unique_id(p_type, p_id, "depth_tex") + ", SCREEN_UV).r;\n";
|
||||
if (!RenderingServer::get_singleton()->is_low_end()) {
|
||||
code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n";
|
||||
} else {
|
||||
|
@ -2849,6 +2849,7 @@ public:
|
||||
virtual String get_output_port_name(int p_port) const override;
|
||||
virtual bool has_output_port_preview(int p_port) const override;
|
||||
|
||||
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
|
||||
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
|
||||
|
||||
VisualShaderNodeProximityFade();
|
||||
|
Loading…
Reference in New Issue
Block a user