diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index d50f5e51d50..df5b79f9b15 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -6591,14 +6591,20 @@ VisualShaderEditor::VisualShaderEditor() { // NODE3D INPUTS add_options.push_back(AddOption("Binormal", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("CameraDirectionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world", "CAMERA_DIRECTION_WORLD"), { "camera_direction_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("CameraPositionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world", "CAMERA_POSITION_WORLD"), { "camera_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("CameraVisibleLayers", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS"), { "camera_visible_layers" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Color", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Custom0", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom0", "CUSTOM0"), { "custom0" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Custom1", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom1", "CUSTOM1"), { "custom1" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Custom2", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom2", "CUSTOM2"), { "custom2" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Custom3", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "custom3", "CUSTOM3"), { "custom3" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("InstanceId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("EyeOffset", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "eye_offset", "EYE_OFFSET"), { "eye_offset" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("InstanceCustom", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("InstanceId", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("ModelViewMatrix", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview_matrix", "MODELVIEW_MATRIX"), { "modelview_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("NodePositionView", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("NodePositionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("PointSize", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Tangent", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Vertex", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); @@ -6606,17 +6612,17 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("ViewIndex", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index", "VIEW_INDEX"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("ViewMonoLeft", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left", "VIEW_MONO_LEFT"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("ViewRight", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right", "VIEW_RIGHT"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("EyeOffset", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "eye_offset", "EYE_OFFSET"), { "eye_offset" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("NodePositionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("CameraPositionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world", "CAMERA_POSITION_WORLD"), { "camera_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("CameraDirectionWorld", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world", "CAMERA_DIRECTION_WORLD"), { "camera_direction_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("CameraVisibleLayers", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS"), { "camera_visible_layers" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("NodePositionView", "Input/Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Binormal", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("CameraDirectionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world", "CAMERA_DIRECTION_WORLD"), { "camera_direction_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("CameraPositionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world", "CAMERA_POSITION_WORLD"), { "camera_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("CameraVisibleLayers", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS"), { "camera_visible_layers" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Color", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("EyeOffset", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "eye_offset", "EYE_OFFSET"), { "eye_offset" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("FragCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("FrontFacing", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing", "FRONT_FACING"), { "front_facing" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("NodePositionView", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("NodePositionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("PointCoord", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("ScreenUV", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Tangent", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); @@ -6625,12 +6631,6 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("ViewIndex", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_index", "VIEW_INDEX"), { "view_index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("ViewMonoLeft", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left", "VIEW_MONO_LEFT"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("ViewRight", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right", "VIEW_RIGHT"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("EyeOffset", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "eye_offset", "EYE_OFFSET"), { "eye_offset" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("NodePositionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_world", "NODE_POSITION_WORLD"), { "node_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("CameraPositionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_position_world", "CAMERA_POSITION_WORLD"), { "camera_position_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("CameraDirectionWorld", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_direction_world", "CAMERA_DIRECTION_WORLD"), { "camera_direction_world" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("CameraVisibleLayers", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS"), { "camera_visible_layers" }, VisualShaderNode::PORT_TYPE_SCALAR_UINT, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("NodePositionView", "Input/Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "node_position_view", "NODE_POSITION_VIEW"), { "node_position_view" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Albedo", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "albedo", "ALBEDO"), { "albedo" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Attenuation", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation", "ATTENUATION"), { "attenuation" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); @@ -6673,10 +6673,10 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("FragCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("Light", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("LightColor", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightPosition", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position", "LIGHT_POSITION"), { "light_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("LightDirection", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_direction", "LIGHT_DIRECTION"), { "light_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightIsDirectional", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_is_directional", "LIGHT_IS_DIRECTIONAL"), { "light_is_directional" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("LightEnergy", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_energy", "LIGHT_ENERGY"), { "light_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightIsDirectional", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_is_directional", "LIGHT_IS_DIRECTIONAL"), { "light_is_directional" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightPosition", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position", "LIGHT_POSITION"), { "light_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("LightVertex", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "light_vertex", "LIGHT_VERTEX"), { "light_vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("Normal", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal", "NORMAL"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("PointCoord", "Input/Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); @@ -6691,6 +6691,7 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("AtHalfResPass", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_half_res_pass", "AT_HALF_RES_PASS"), { "at_half_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("AtQuarterResPass", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_quarter_res_pass", "AT_QUARTER_RES_PASS"), { "at_quarter_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("EyeDir", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "eyedir", "EYEDIR"), { "eyedir" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("FragCoord", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("HalfResColor", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color", "HALF_RES_COLOR"), { "half_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("Light0Color", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_color", "LIGHT0_COLOR"), { "light0_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("Light0Direction", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_direction", "LIGHT0_DIRECTION"), { "light0_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); @@ -6712,19 +6713,17 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("QuarterResColor", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color", "QUARTER_RES_COLOR"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("Radiance", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "radiance", "RADIANCE"), { "radiance" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("ScreenUV", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("FragCoord", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("SkyCoords", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "sky_coords", "SKY_COORDS"), { "sky_coords" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("Time", "Input/Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY)); // FOG INPUTS - add_options.push_back(AddOption("WorldPosition", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "world_position", "WORLD_POSITION"), { "world_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG)); add_options.push_back(AddOption("ObjectPosition", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "object_position", "OBJECT_POSITION"), { "object_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG)); - add_options.push_back(AddOption("UVW", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "uvw", "UVW"), { "uvw" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG)); - add_options.push_back(AddOption("Size", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "size", "SIZE"), { "size" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG)); add_options.push_back(AddOption("SDF", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "sdf", "SDF"), { "sdf" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG)); + add_options.push_back(AddOption("Size", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "size", "SIZE"), { "size" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG)); add_options.push_back(AddOption("Time", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FOG, Shader::MODE_FOG)); + add_options.push_back(AddOption("UVW", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "uvw", "UVW"), { "uvw" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG)); + add_options.push_back(AddOption("WorldPosition", "Input/Fog", "VisualShaderNodeInput", vformat(input_param_for_fog_shader_mode, "world_position", "WORLD_POSITION"), { "world_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FOG, Shader::MODE_FOG)); // PARTICLES INPUTS diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 1fa52b9c733..3fabc867ebb 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -3005,243 +3005,244 @@ VisualShader::VisualShader() { const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { // Spatial - // Spatial, Vertex - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" }, + // Node3D, Vertex { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom2", "CUSTOM2" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom3", "CUSTOM3" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" }, - // Spatial, Fragment - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" }, + // Node3D, Fragment { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" }, - // Spatial, Light + // Node3D, Light + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional", "LIGHT_IS_DIRECTIONAL" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" }, // Canvas Item // Canvas Item, Vertex - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas_matrix", "CANVAS_MATRIX" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas_matrix", "CANVAS_MATRIX" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" }, // Canvas Item, Fragment - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" }, // Canvas Item, Light - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color", "LIGHT_COLOR" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_direction", "LIGHT_DIRECTION" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional", "LIGHT_IS_DIRECTIONAL" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_energy", "LIGHT_ENERGY" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional", "LIGHT_IS_DIRECTIONAL" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow", "SHADOW_MODULATE" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow", "SHADOW_MODULATE" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, // Particles, Start + { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" }, // Particles, Start (Custom) + { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" }, // Particles, Process + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" }, // Particles, Process (Custom) + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" }, // Particles, Collide + { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" }, // Sky, Sky { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" }, + { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "half_res_color", "HALF_RES_COLOR" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" }, @@ -3263,18 +3264,16 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" }, - { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Fog, Fog - - { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" }, { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" }, - { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" }, - { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "size", "SIZE" }, { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" }, + { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "size", "SIZE" }, { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" }, + { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" }, { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr }, }; @@ -3282,60 +3281,60 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = { // Spatial, Vertex + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Spatial, Fragment + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Spatial, Light { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Canvas Item, Vertex - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" }, // Canvas Item, Fragment - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, // Canvas Item, Light - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, // Particles