diff --git a/doc/classes/VisualShaderNodeSDFRaymarch.xml b/doc/classes/VisualShaderNodeSDFRaymarch.xml
new file mode 100644
index 00000000000..d700761fdb7
--- /dev/null
+++ b/doc/classes/VisualShaderNodeSDFRaymarch.xml
@@ -0,0 +1,15 @@
+
+
+
+ SDF raymarching algorithm to be used within the visual shader graph.
+
+
+ Casts a ray against the screen SDF (signed-distance field) and returns the distance travelled.
+
+
+
+
+
+
+
+
diff --git a/doc/classes/VisualShaderNodeSDFToScreenUV.xml b/doc/classes/VisualShaderNodeSDFToScreenUV.xml
new file mode 100644
index 00000000000..ea041800953
--- /dev/null
+++ b/doc/classes/VisualShaderNodeSDFToScreenUV.xml
@@ -0,0 +1,15 @@
+
+
+
+ A function to convert a SDF (signed-distance field) to screen UV, to be used within the visual shader graph.
+
+
+ Translates to [code]sdf_to_screen_uv(sdf_pos)[/code] in the shader language.
+
+
+
+
+
+
+
+
diff --git a/doc/classes/VisualShaderNodeScreenUVToSDF.xml b/doc/classes/VisualShaderNodeScreenUVToSDF.xml
new file mode 100644
index 00000000000..438c8dc67b5
--- /dev/null
+++ b/doc/classes/VisualShaderNodeScreenUVToSDF.xml
@@ -0,0 +1,15 @@
+
+
+
+ A function to convert screen UV to a SDF (signed-distance field), to be used within the visual shader graph.
+
+
+ Translates to [code]screen_uv_to_sdf(uv)[/code] in the shader language. If the UV port isn't connected, [code]SCREEN_UV[/code] is used instead.
+
+
+
+
+
+
+
+
diff --git a/doc/classes/VisualShaderNodeTextureSDF.xml b/doc/classes/VisualShaderNodeTextureSDF.xml
new file mode 100644
index 00000000000..7d3d654bd0f
--- /dev/null
+++ b/doc/classes/VisualShaderNodeTextureSDF.xml
@@ -0,0 +1,15 @@
+
+
+
+ Performs a SDF (signed-distance field) texture lookup within the visual shader graph.
+
+
+ Translates to [code]texture_sdf(sdf_pos)[/code] in the shader language.
+
+
+
+
+
+
+
+
diff --git a/doc/classes/VisualShaderNodeTextureSDFNormal.xml b/doc/classes/VisualShaderNodeTextureSDFNormal.xml
new file mode 100644
index 00000000000..5dbf3e545ab
--- /dev/null
+++ b/doc/classes/VisualShaderNodeTextureSDFNormal.xml
@@ -0,0 +1,15 @@
+
+
+
+ Performs a SDF (signed-distance field) normal texture lookup within the visual shader graph.
+
+
+ Translates to [code]texture_sdf_normal(sdf_pos)[/code] in the shader language.
+
+
+
+
+
+
+
+
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index 5533fcd02ba..443e867a9fe 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -44,6 +44,7 @@
#include "scene/gui/panel.h"
#include "scene/main/window.h"
#include "scene/resources/visual_shader_nodes.h"
+#include "scene/resources/visual_shader_sdf_nodes.h"
#include "servers/display_server.h"
#include "servers/rendering/shader_types.h"
@@ -3671,7 +3672,17 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("FloatUniform", "Scalar", "Variables", "VisualShaderNodeFloatUniform", TTR("Scalar floating-point uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("IntUniform", "Scalar", "Variables", "VisualShaderNodeIntUniform", TTR("Scalar integer uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR_INT));
+ // SDF
+ {
+ add_options.push_back(AddOption("ScreenUVToSDF", "SDF", "", "VisualShaderNodeScreenUVToSDF", TTR("Converts screen UV to a SDF."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("SDFRaymarch", "SDF", "", "VisualShaderNodeSDFRaymarch", TTR("Casts a ray against the screen SDF and returns the distance travelled."), -1, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("SDFToScreenUV", "SDF", "", "VisualShaderNodeSDFToScreenUV", TTR("Converts a SDF to screen UV."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("TextureSDF", "SDF", "", "VisualShaderNodeTextureSDF", TTR("Performs a SDF texture lookup."), -1, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("TextureSDFNormal", "SDF", "", "VisualShaderNodeTextureSDFNormal", TTR("Performs a SDF normal texture lookup."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
+ }
+
// TEXTURES
+
cubemap_node_option_idx = add_options.size();
add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), -1, -1));
curve_node_option_idx = add_options.size();
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index 16b75784e14..c349d090d86 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -175,6 +175,7 @@
#include "scene/resources/video_stream.h"
#include "scene/resources/visual_shader.h"
#include "scene/resources/visual_shader_nodes.h"
+#include "scene/resources/visual_shader_sdf_nodes.h"
#include "scene/resources/world_2d.h"
#include "scene/resources/world_3d.h"
#include "scene/resources/world_margin_shape_3d.h"
@@ -602,6 +603,12 @@ void register_scene_types() {
ClassDB::register_class();
ClassDB::register_class();
+ ClassDB::register_class();
+ ClassDB::register_class();
+ ClassDB::register_class();
+ ClassDB::register_class();
+ ClassDB::register_class();
+
ClassDB::register_class();
ClassDB::register_virtual_class();
ClassDB::register_class();
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 2b28aa25cf3..72724d5ee1c 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -33,6 +33,7 @@
#include "core/templates/vmap.h"
#include "servers/rendering/shader_types.h"
#include "visual_shader_nodes.h"
+#include "visual_shader_sdf_nodes.h"
bool VisualShaderNode::is_simple_decl() const {
return simple_decl;
diff --git a/scene/resources/visual_shader_sdf_nodes.cpp b/scene/resources/visual_shader_sdf_nodes.cpp
new file mode 100644
index 00000000000..d25e32b0702
--- /dev/null
+++ b/scene/resources/visual_shader_sdf_nodes.cpp
@@ -0,0 +1,283 @@
+/*************************************************************************/
+/* visual_shader_sdf_nodes.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "visual_shader_sdf_nodes.h"
+
+// VisualShaderNodeSDFToScreenUV
+
+String VisualShaderNodeSDFToScreenUV::get_caption() const {
+ return "SDFToScreenUV";
+}
+
+int VisualShaderNodeSDFToScreenUV::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeSDFToScreenUV::get_input_port_name(int p_port) const {
+ return "sdf_pos";
+}
+
+int VisualShaderNodeSDFToScreenUV::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeSDFToScreenUV::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] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+}
+
+VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() {
+}
+
+// VisualShaderNodeScreenUVToSDF
+
+String VisualShaderNodeScreenUVToSDF::get_caption() const {
+ return "ScreenUVToSDF";
+}
+
+int VisualShaderNodeScreenUVToSDF::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeScreenUVToSDF::get_input_port_name(int p_port) const {
+ return "uv";
+}
+
+int VisualShaderNodeScreenUVToSDF::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeScreenUVToSDF::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeScreenUVToSDF::get_input_port_default_hint(int p_port) const {
+ if (p_port == 0) {
+ return "default";
+ }
+ return "";
+}
+
+String VisualShaderNodeScreenUVToSDF::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] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0] == String() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+}
+
+VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() {
+}
+
+// VisualShaderNodeTextureSDF
+
+String VisualShaderNodeTextureSDF::get_caption() const {
+ return "TextureSDF";
+}
+
+int VisualShaderNodeTextureSDF::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeTextureSDF::get_input_port_name(int p_port) const {
+ return "sdf_pos";
+}
+
+int VisualShaderNodeTextureSDF::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeTextureSDF::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] + " = texture_sdf(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n";
+}
+
+VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() {
+}
+
+// VisualShaderNodeTextureSDFNormal
+
+String VisualShaderNodeTextureSDFNormal::get_caption() const {
+ return "TextureSDFNormal";
+}
+
+int VisualShaderNodeTextureSDFNormal::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeTextureSDFNormal::get_input_port_name(int p_port) const {
+ return "sdf_pos";
+}
+
+int VisualShaderNodeTextureSDFNormal::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeTextureSDFNormal::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] + " = vec3(texture_sdf_normal(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+}
+
+VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() {
+}
+
+// VisualShaderNodeSDFRaymarch
+
+String VisualShaderNodeSDFRaymarch::get_caption() const {
+ return "SDFRaymarch";
+}
+
+int VisualShaderNodeSDFRaymarch::get_input_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_input_port_type(int p_port) const {
+ if (p_port == 0 || p_port == 1) {
+ return PORT_TYPE_VECTOR;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeSDFRaymarch::get_input_port_name(int p_port) const {
+ if (p_port == 0) {
+ return "from_pos";
+ } else if (p_port == 1) {
+ return "to_pos";
+ }
+ return String();
+}
+
+int VisualShaderNodeSDFRaymarch::get_output_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_output_port_type(int p_port) const {
+ if (p_port == 0) {
+ return PORT_TYPE_SCALAR;
+ } else if (p_port == 1) {
+ return PORT_TYPE_BOOLEAN;
+ } else if (p_port == 2) {
+ return PORT_TYPE_VECTOR;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeSDFRaymarch::get_output_port_name(int p_port) const {
+ if (p_port == 0) {
+ return "distance";
+ } else if (p_port == 1) {
+ return "hit";
+ } else if (p_port == 2) {
+ return "end_pos";
+ }
+ return String();
+}
+
+String VisualShaderNodeSDFRaymarch::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 += "\t{\n";
+
+ if (p_input_vars[0] == String()) {
+ code += "\t\tvec2 __from_pos = vec2(0.0f);\n";
+ } else {
+ code += "\t\tvec2 __from_pos = " + p_input_vars[0] + ".xy;\n";
+ }
+
+ if (p_input_vars[1] == String()) {
+ code += "\t\tvec2 __to_pos = vec2(0.0f);\n";
+ } else {
+ code += "\t\tvec2 __to_pos = " + p_input_vars[1] + ".xy;\n";
+ }
+
+ code += "\n\t\tvec2 __at = __from_pos;\n";
+ code += "\t\tfloat __max_dist = distance(__from_pos, __to_pos);\n";
+ code += "\t\tvec2 __dir = normalize(__to_pos - __from_pos);\n\n";
+
+ code += "\t\tfloat __accum = 0.0f;\n";
+ code += "\t\twhile(__accum < __max_dist) {\n";
+ code += "\t\t\tfloat __d = texture_sdf(__at);\n";
+ code += "\t\t\t__accum += __d;\n";
+ code += "\t\t\tif (__d < 0.01f) {\n";
+ code += "\t\t\t\tbreak;\n";
+ code += "\t\t\t}\n";
+ code += "\t\t\t__at += __d * __dir;\n";
+ code += "\t\t}\n";
+
+ code += "\t\tfloat __dist = min(__max_dist, __accum);\n";
+ code += "\t\t" + p_output_vars[0] + " = __dist;\n";
+ code += "\t\t" + p_output_vars[1] + " = __accum < __max_dist;\n";
+ code += "\t\t" + p_output_vars[2] + " = vec3(__from_pos + __dir * __dist, 0.0f);\n";
+
+ code += "\t}\n";
+
+ return code;
+}
+
+VisualShaderNodeSDFRaymarch::VisualShaderNodeSDFRaymarch() {
+ simple_decl = false;
+}
diff --git a/scene/resources/visual_shader_sdf_nodes.h b/scene/resources/visual_shader_sdf_nodes.h
new file mode 100644
index 00000000000..0fcf5ec0b57
--- /dev/null
+++ b/scene/resources/visual_shader_sdf_nodes.h
@@ -0,0 +1,132 @@
+/*************************************************************************/
+/* visual_shader_sdf_nodes.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef VISUAL_SHADER_SDF_NODES_H
+#define VISUAL_SHADER_SDF_NODES_H
+
+#include "scene/resources/visual_shader.h"
+
+class VisualShaderNodeSDFToScreenUV : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeSDFToScreenUV, 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;
+
+ VisualShaderNodeSDFToScreenUV();
+};
+
+class VisualShaderNodeScreenUVToSDF : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeScreenUVToSDF, 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 get_input_port_default_hint(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;
+
+ VisualShaderNodeScreenUVToSDF();
+};
+
+class VisualShaderNodeTextureSDF : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeTextureSDF, 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;
+
+ VisualShaderNodeTextureSDF();
+};
+
+class VisualShaderNodeTextureSDFNormal : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeTextureSDFNormal, 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;
+
+ VisualShaderNodeTextureSDFNormal();
+};
+
+class VisualShaderNodeSDFRaymarch : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeSDFRaymarch, 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;
+
+ VisualShaderNodeSDFRaymarch();
+};
+
+#endif // VISUAL_SHADER_SDF_NODES_H