Merge pull request #64248 from paddy-exe/built-in-shader-functions

This commit is contained in:
Yuri Rubinsky 2022-08-28 09:04:52 +03:00 committed by GitHub
commit 1f9b992d85
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
10 changed files with 606 additions and 0 deletions

View File

@ -0,0 +1,9 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeDistanceFade" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
</class>

View File

@ -0,0 +1,9 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeLinearSceneDepth" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
</class>

View File

@ -0,0 +1,9 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeProximityFade" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
</class>

View File

@ -0,0 +1,9 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeRandomRange" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
</class>

View File

@ -0,0 +1,9 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeRemap" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
</class>

View File

@ -0,0 +1,9 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeUVPolarCoord" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
</class>

View File

@ -5412,6 +5412,7 @@ VisualShaderEditor::VisualShaderEditor() {
// TEXTURES
add_options.push_back(AddOption("UVFunc", "Textures", "Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("UVPolarCoord", "Textures", "Common", "VisualShaderNodeUVPolarCoord", TTR("Polar coordinates conversion applied on texture coordinates."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
cubemap_node_option_idx = add_options.size();
add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
@ -5434,6 +5435,8 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Texture2DArrayUniform", "Textures", "Variables", "VisualShaderNodeTexture2DArrayUniform", TTR("2D array of textures uniform lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
add_options.push_back(AddOption("Texture3DUniform", "Textures", "Variables", "VisualShaderNodeTexture3DUniform", TTR("3D texture uniform lookup."), {}, VisualShaderNode::PORT_TYPE_SAMPLER));
add_options.push_back(AddOption("LinearSceneDepth", "Textures", "Depth", "VisualShaderNodeLinearSceneDepth", TTR("Returns the depth value of the DEPTH_TEXTURE node in a linear space."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
// TRANSFORM
add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), {}, VisualShaderNode::PORT_TYPE_TRANSFORM));
@ -5657,6 +5660,19 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Vector4Constant", "Vector", "Variables", "VisualShaderNodeVec4Constant", TTR("4D vector constant."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
add_options.push_back(AddOption("Vector4Uniform", "Vector", "Variables", "VisualShaderNodeVec4Uniform", TTR("4D vector uniform."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
// FADE
add_options.push_back(AddOption("DistanceFace", "Fade", "Distance", "VisualShaderNodeDistanceFade", TTR(""), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ProximityFade", "Fade", "", "VisualShaderNodeProximityFade", TTR("The proximity fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
// RANDOM
add_options.push_back(AddOption("RandomRange", "Random", "", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
// UTILITY
add_options.push_back(AddOption("Remap", "Utility", "", "VisualShaderNodeRemap", TTR("Remaps a given input from the input range to the output range."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
// SPECIAL
add_options.push_back(AddOption("Comment", "Special", "", "VisualShaderNodeComment", TTR("A rectangular area with a description string for better graph organization.")));

View File

@ -611,6 +611,7 @@ void register_scene_types() {
GDREGISTER_CLASS(VisualShaderNodeColorFunc);
GDREGISTER_CLASS(VisualShaderNodeTransformFunc);
GDREGISTER_CLASS(VisualShaderNodeUVFunc);
GDREGISTER_CLASS(VisualShaderNodeUVPolarCoord);
GDREGISTER_CLASS(VisualShaderNodeDotProduct);
GDREGISTER_CLASS(VisualShaderNodeVectorLen);
GDREGISTER_CLASS(VisualShaderNodeDeterminant);
@ -649,6 +650,7 @@ void register_scene_types() {
GDREGISTER_CLASS(VisualShaderNodeTexture2DArrayUniform);
GDREGISTER_CLASS(VisualShaderNodeTexture3DUniform);
GDREGISTER_CLASS(VisualShaderNodeCubemapUniform);
GDREGISTER_CLASS(VisualShaderNodeLinearSceneDepth);
GDREGISTER_CLASS(VisualShaderNodeIf);
GDREGISTER_CLASS(VisualShaderNodeSwitch);
GDREGISTER_CLASS(VisualShaderNodeFresnel);
@ -658,6 +660,10 @@ void register_scene_types() {
GDREGISTER_CLASS(VisualShaderNodeCompare);
GDREGISTER_CLASS(VisualShaderNodeMultiplyAdd);
GDREGISTER_CLASS(VisualShaderNodeBillboard);
GDREGISTER_CLASS(VisualShaderNodeDistanceFade);
GDREGISTER_CLASS(VisualShaderNodeProximityFade);
GDREGISTER_CLASS(VisualShaderNodeRandomRange);
GDREGISTER_CLASS(VisualShaderNodeRemap);
GDREGISTER_ABSTRACT_CLASS(VisualShaderNodeVarying);
GDREGISTER_CLASS(VisualShaderNodeVaryingSetter);
GDREGISTER_CLASS(VisualShaderNodeVaryingGetter);

View File

@ -1606,6 +1606,51 @@ VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
simple_decl = false;
}
////////////// Linear Depth
String VisualShaderNodeLinearSceneDepth::get_caption() const {
return "LinearSceneDepth";
}
int VisualShaderNodeLinearSceneDepth::get_input_port_count() const {
return 0;
}
VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeLinearSceneDepth::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeLinearSceneDepth::get_output_port_count() const {
return 1;
}
VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeLinearSceneDepth::get_output_port_name(int p_port) const {
return "linear depth";
}
String VisualShaderNodeLinearSceneDepth::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 += " float _log_depth = texture(DEPTH_TEXTURE, SCREEN_UV).x;\n";
code += " vec3 _depth_ndc = vec3(SCREEN_UV * 2.0 - 1.0, _log_depth);\n";
code += " vec4 _depth_view = INV_PROJECTION_MATRIX * vec4(_depth_ndc, 1.0);\n";
code += " _depth_view.xyz /= _depth_view.w;";
code += vformat(" %s = -_depth_view.z;", p_output_vars[0]);
return code;
}
VisualShaderNodeLinearSceneDepth::VisualShaderNodeLinearSceneDepth() {
}
////////////// Float Op
String VisualShaderNodeFloatOp::get_caption() const {
@ -3090,6 +3135,107 @@ VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
set_input_port_default_value(2, Vector2()); // offset
}
////////////// UV PolarCoord
String VisualShaderNodeUVPolarCoord::get_caption() const {
return "UVPolarCoord";
}
int VisualShaderNodeUVPolarCoord::get_input_port_count() const {
return 4;
}
VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR_2D; // uv
case 1:
return PORT_TYPE_VECTOR_2D; // center
case 2:
return PORT_TYPE_SCALAR; // zoom
case 3:
return PORT_TYPE_SCALAR; // repeat
default:
break;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeUVPolarCoord::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "uv";
case 1:
return "scale";
case 2:
return "zoom strength";
case 3:
return "repeat";
default:
break;
}
return "";
}
bool VisualShaderNodeUVPolarCoord::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
if (p_port == 0) {
return true;
}
}
return false;
}
int VisualShaderNodeUVPolarCoord::get_output_port_count() const {
return 1;
}
VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeUVPolarCoord::get_output_port_name(int p_port) const {
return "uv";
}
String VisualShaderNodeUVPolarCoord::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;
String uv;
if (p_input_vars[0].is_empty()) {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
uv = "UV";
} else {
uv = "vec2(0.0)";
}
} else {
uv = vformat("%s", p_input_vars[0]);
}
String center = vformat("%s", p_input_vars[1]);
String zoom = vformat("%s", p_input_vars[2]);
String repeat = vformat("%s", p_input_vars[3]);
if (p_mode == Shader::MODE_CANVAS_ITEM) {
code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
code += " float __radius = length(__dir) * 2.0;\n";
code += " float __angle = atan(__dir.y, __dir.x) * 1.0/(PI * 2.0);\n";
code += vformat(" %s = mod(vec2(__radius * %s, __angle * %s), 1.0);\n", p_output_vars[0], zoom, repeat);
} else {
code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
code += " float __radius = length(__dir) * 2.0;\n";
code += " float __angle = atan(__dir.y, __dir.x) * 1.0/(PI * 2.0);\n";
code += vformat(" %s = vec2(__radius * %s, __angle * %s);\n", p_output_vars[0], zoom, repeat);
}
return code;
}
VisualShaderNodeUVPolarCoord::VisualShaderNodeUVPolarCoord() {
set_input_port_default_value(1, Vector2(0.5, 0.5)); // center
set_input_port_default_value(2, 1.0); // zoom
set_input_port_default_value(3, 1.0); // repeat
}
////////////// Dot Product
String VisualShaderNodeDotProduct::get_caption() const {
@ -7010,3 +7156,261 @@ void VisualShaderNodeBillboard::_bind_methods() {
VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
simple_decl = false;
}
////////////// DistanceFade
String VisualShaderNodeDistanceFade::get_caption() const {
return "DistanceFade";
}
int VisualShaderNodeDistanceFade::get_input_port_count() const {
return 2;
}
VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_SCALAR;
case 1:
return PORT_TYPE_SCALAR;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeDistanceFade::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "min";
case 1:
return "max";
}
return "";
}
int VisualShaderNodeDistanceFade::get_output_port_count() const {
return 1;
}
VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeDistanceFade::get_output_port_name(int p_port) const {
return "amount";
}
String VisualShaderNodeDistanceFade::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 += vformat(" %s = clamp(smoothstep(%s, %s,-VERTEX.z),0.0,1.0);\n", p_output_vars[0], p_input_vars[0], p_input_vars[1]);
return code;
}
VisualShaderNodeDistanceFade::VisualShaderNodeDistanceFade() {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 10.0);
}
////////////// ProximityFade
String VisualShaderNodeProximityFade::get_caption() const {
return "ProximityFade";
}
int VisualShaderNodeProximityFade::get_input_port_count() const {
return 1;
}
VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeProximityFade::get_input_port_name(int p_port) const {
return "distance";
}
int VisualShaderNodeProximityFade::get_output_port_count() const {
return 1;
}
VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeProximityFade::get_output_port_name(int p_port) const {
return "fade";
}
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;
String proximity_fade_distance = vformat("%s", p_input_vars[0]);
code += " float __depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;\n";
code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n";
code += " __depth_world_pos.xyz /= __depth_world_pos.z;\n";
code += vformat(" %s = clamp(1.0 - smoothstep(__depth_world_pos.z + %s, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0]);
return code;
}
VisualShaderNodeProximityFade::VisualShaderNodeProximityFade() {
set_input_port_default_value(0, 1.0);
}
////////////// Random Range
String VisualShaderNodeRandomRange::get_caption() const {
return "RandomRange";
}
int VisualShaderNodeRandomRange::get_input_port_count() const {
return 3;
}
VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR_3D;
case 1:
return PORT_TYPE_SCALAR;
case 2:
return PORT_TYPE_SCALAR;
default:
break;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeRandomRange::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "seed";
case 1:
return "min";
case 2:
return "max";
default:
break;
}
return "";
}
int VisualShaderNodeRandomRange::get_output_port_count() const {
return 1;
}
VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeRandomRange::get_output_port_name(int p_port) const {
return "value";
}
String VisualShaderNodeRandomRange::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
String code;
code += "\n\n";
code += "// 3D Noise with friendly permission by Inigo Quilez\n";
code += "vec3 hash_noise_range( vec3 p ) {\n";
code += " p *= mat3(vec3(127.1, 311.7, -53.7), vec3(269.5, 183.3, 77.1), vec3(-301.7, 27.3, 215.3));\n";
code += " return 2.0 * fract(fract(p)*4375.55) -1.;\n";
code += "}\n";
code += "\n";
return code;
}
String VisualShaderNodeRandomRange::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 += vformat(" %s = mix(%s, %s, hash_noise_range(%s).x);\n", p_output_vars[0], p_input_vars[1], p_input_vars[2], p_input_vars[0]);
return code;
}
VisualShaderNodeRandomRange::VisualShaderNodeRandomRange() {
set_input_port_default_value(0, Vector3(1.0, 1.0, 1.0));
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, 1.0);
}
////////////// Remap
String VisualShaderNodeRemap::get_caption() const {
return "Remap";
}
int VisualShaderNodeRemap::get_input_port_count() const {
return 5;
}
VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_SCALAR;
case 1:
return PORT_TYPE_SCALAR;
case 2:
return PORT_TYPE_SCALAR;
case 3:
return PORT_TYPE_SCALAR;
case 4:
return PORT_TYPE_SCALAR;
default:
break;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeRemap::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "value";
case 1:
return "input min";
case 2:
return "input max";
case 3:
return "output min";
case 4:
return "output max";
default:
break;
}
return "";
}
int VisualShaderNodeRemap::get_output_port_count() const {
return 1;
}
VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeRemap::get_output_port_name(int p_port) const {
return "value";
}
String VisualShaderNodeRemap::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 += vformat(" float _input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
code += vformat(" float _output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
code += vformat(" %s = %s + _output_range * ((%s - %s) / _input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
return code;
}
VisualShaderNodeRemap::VisualShaderNodeRemap() {
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, 1.0);
set_input_port_default_value(3, 0.0);
set_input_port_default_value(4, 1.0);
}

View File

@ -621,6 +621,27 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeCubemap::TextureType)
VARIANT_ENUM_CAST(VisualShaderNodeCubemap::Source)
///////////////////////////////////////
class VisualShaderNodeLinearSceneDepth : public VisualShaderNode {
GDCLASS(VisualShaderNodeLinearSceneDepth, VisualShaderNode);
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) 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;
VisualShaderNodeLinearSceneDepth();
};
///////////////////////////////////////
/// OPS
///////////////////////////////////////
@ -1230,6 +1251,30 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeUVFunc::Function)
///////////////////////////////////////
/// UV POLARCOORD
///////////////////////////////////////
class VisualShaderNodeUVPolarCoord : public VisualShaderNode {
GDCLASS(VisualShaderNodeUVPolarCoord, VisualShaderNode);
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) 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;
VisualShaderNodeUVPolarCoord();
};
///////////////////////////////////////
/// DOT
///////////////////////////////////////
@ -2574,4 +2619,85 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeBillboard::BillboardType)
///////////////////////////////////////
/// DistanceFade
///////////////////////////////////////
class VisualShaderNodeDistanceFade : public VisualShaderNode {
GDCLASS(VisualShaderNodeDistanceFade, VisualShaderNode);
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) 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;
VisualShaderNodeDistanceFade();
};
class VisualShaderNodeProximityFade : public VisualShaderNode {
GDCLASS(VisualShaderNodeProximityFade, VisualShaderNode);
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) 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();
};
class VisualShaderNodeRandomRange : public VisualShaderNode {
GDCLASS(VisualShaderNodeRandomRange, VisualShaderNode);
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
virtual String generate_global_per_node(Shader::Mode p_mode, 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;
VisualShaderNodeRandomRange();
};
class VisualShaderNodeRemap : public VisualShaderNode {
GDCLASS(VisualShaderNodeRemap, VisualShaderNode);
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) 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;
VisualShaderNodeRemap();
};
#endif // VISUAL_SHADER_NODES_H