Fix RGBA Uniform autogeneration in ShaderGraph (fixes #2606)
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@ -1532,7 +1532,7 @@ const ShaderGraph::NodeSlotInfo ShaderGraph::node_slot_info[]= {
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{NODE_CURVE_MAP,{SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // vec3 interpolation (with optional curve)
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{NODE_SCALAR_INPUT,{SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // scalar uniform (assignable in material)
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{NODE_VEC_INPUT,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // vec3 uniform (assignable in material)
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{NODE_RGB_INPUT,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // color uniform (assignable in material)
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{NODE_RGB_INPUT,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, // color uniform (assignable in material)
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{NODE_XFORM_INPUT,{SLOT_MAX},{SLOT_TYPE_XFORM,SLOT_MAX}}, // mat4 uniform (assignable in material)
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{NODE_TEXTURE_INPUT,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, // texture input (assignable in material)
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{NODE_CUBEMAP_INPUT,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, // cubemap input (assignable in material)
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@ -2561,8 +2561,9 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
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String name = p_node->param1;
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Color dv= p_node->param2;
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code +="uniform color "+name+"=vec4("+rtos(dv.r)+","+rtos(dv.g)+","+rtos(dv.g)+","+rtos(dv.a)+");\n";
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code +="uniform color "+name+"=vec4("+rtos(dv.r)+","+rtos(dv.g)+","+rtos(dv.b)+","+rtos(dv.a)+");\n";
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code += OUTNAME(p_node->id,0)+"="+name+".rgb;\n";
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code += OUTNAME(p_node->id,1)+"="+name+".a;\n";
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}break;
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case NODE_XFORM_INPUT: {
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