Use mix for vector types in switch node in the visual shader

This commit is contained in:
Yuri Rubinsky 2023-01-31 09:36:47 +03:00
parent e9de988020
commit bcecb4fe37
1 changed files with 27 additions and 8 deletions

View File

@ -6923,15 +6923,34 @@ void VisualShaderNodeSwitch::_bind_methods() { // static
}
String VisualShaderNodeSwitch::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 {
bool use_mix = false;
switch (op_type) {
case OP_TYPE_FLOAT: {
use_mix = true;
} break;
case OP_TYPE_VECTOR_2D: {
use_mix = true;
} break;
case OP_TYPE_VECTOR_3D: {
use_mix = true;
} break;
case OP_TYPE_VECTOR_4D: {
use_mix = true;
} break;
default: {
} break;
}
String code;
code += " if(" + p_input_vars[0] + ")\n";
code += " {\n";
code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
code += " }\n";
code += " else\n";
code += " {\n";
code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
code += " }\n";
if (use_mix) {
code += " " + p_output_vars[0] + " = mix(" + p_input_vars[2] + ", " + p_input_vars[1] + ", float(" + p_input_vars[0] + "));\n";
} else {
code += " if (" + p_input_vars[0] + ") {\n";
code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
code += " } else {\n";
code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
code += " }\n";
}
return code;
}