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Rename several transform built-ins in shaders #59268

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Mar 18, 2022
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4 changes: 2 additions & 2 deletions drivers/gles3/rasterizer_storage_gles3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -175,7 +175,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
p_shader->canvas_item.uses_color = false;
p_shader->canvas_item.uses_vertex = false;

p_shader->canvas_item.uses_world_matrix = false;
p_shader->canvas_item.uses_model_matrix = false;
p_shader->canvas_item.uses_extra_matrix = false;
p_shader->canvas_item.uses_projection_matrix = false;
p_shader->canvas_item.uses_instance_custom = false;
Expand All @@ -198,7 +198,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {

shaders.actions_canvas.usage_flag_pointers["VERTEX"] = &p_shader->canvas_item.uses_vertex;

shaders.actions_canvas.usage_flag_pointers["WORLD_MATRIX"] = &p_shader->canvas_item.uses_world_matrix;
shaders.actions_canvas.usage_flag_pointers["MODEL_MATRIX"] = &p_shader->canvas_item.uses_model_matrix;
shaders.actions_canvas.usage_flag_pointers["EXTRA_MATRIX"] = &p_shader->canvas_item.uses_extra_matrix;
shaders.actions_canvas.usage_flag_pointers["PROJECTION_MATRIX"] = &p_shader->canvas_item.uses_projection_matrix;
shaders.actions_canvas.usage_flag_pointers["INSTANCE_CUSTOM"] = &p_shader->canvas_item.uses_instance_custom;
Expand Down
2 changes: 1 addition & 1 deletion drivers/gles3/rasterizer_storage_gles3.h
Original file line number Diff line number Diff line change
Expand Up @@ -202,7 +202,7 @@ class RasterizerStorageGLES3 : public RendererStorage {
bool uses_vertex;

// all these should disable item joining if used in a custom shader
bool uses_world_matrix;
bool uses_model_matrix;
bool uses_extra_matrix;
bool uses_projection_matrix;
bool uses_instance_custom;
Expand Down
6 changes: 3 additions & 3 deletions drivers/gles3/shaders/canvas.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -96,7 +96,7 @@ void main() {

#endif

mat4 world_matrix = mat4(vec4(draw_data[draw_data_instance].world_x, 0.0, 0.0), vec4(draw_data[draw_data_instance].world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data[draw_data_instance].world_ofs, 0.0, 1.0));
mat4 model_matrix = mat4(vec4(draw_data[draw_data_instance].world_x, 0.0, 0.0), vec4(draw_data[draw_data_instance].world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data[draw_data_instance].world_ofs, 0.0, 1.0));

// MultiMeshes don't batch, so always read from draw_data[0]
uint instancing = draw_data[0].flags & FLAGS_INSTANCING_MASK;
Expand Down Expand Up @@ -169,7 +169,7 @@ void main() {
}

matrix = transpose(matrix);
world_matrix = world_matrix * matrix;
model_matrix = model_matrix * matrix;
}
}
*/
Expand All @@ -192,7 +192,7 @@ void main() {
#endif

#if !defined(SKIP_TRANSFORM_USED)
vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy;
vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
#endif

color_interp = color;
Expand Down
4 changes: 2 additions & 2 deletions drivers/gles3/shaders/canvas_shadow.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -15,13 +15,13 @@ layout(location = 0) in highp vec3 vertex;
uniform highp mat4 projection_matrix;
/* clang-format on */
uniform highp mat4 light_matrix;
uniform highp mat4 world_matrix;
uniform highp mat4 model_matrix;
uniform highp float distance_norm;

out highp vec4 position_interp;

void main() {
gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0)));
gl_Position = projection_matrix * (light_matrix * (model_matrix * vec4(vertex, 1.0)));
position_interp = gl_Position;
}

Expand Down
40 changes: 20 additions & 20 deletions drivers/gles3/shaders/scene.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -73,8 +73,8 @@ layout(location = 12) in highp vec4 instance_custom_data;
// uniforms
//

uniform highp mat4 camera_matrix;
uniform highp mat4 camera_inverse_matrix;
uniform highp mat4 inv_view_matrix;
uniform highp mat4 view_matrix;
uniform highp mat4 projection_matrix;
uniform highp mat4 projection_inverse_matrix;

Expand Down Expand Up @@ -314,7 +314,7 @@ uniform mediump float fog_height_curve;
void main() {
highp vec4 vertex = vertex_attrib;

mat4 world_matrix = world_transform;
mat4 model_matrix = world_transform;

#ifdef USE_INSTANCING
{
Expand All @@ -323,7 +323,7 @@ void main() {
instance_xform_row_1,
instance_xform_row_2,
vec4(0.0, 0.0, 0.0, 1.0));
world_matrix = world_matrix * transpose(m);
model_matrix = model_matrix * transpose(m);
}

#endif
Expand Down Expand Up @@ -356,12 +356,12 @@ void main() {
#endif

#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = world_matrix * vertex;
normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
vertex = model_matrix * vertex;
normal = normalize((model_matrix * vec4(normal, 0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)

tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz);
binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz);
tangent = normalize((model_matrix * vec4(tangent, 0.0)).xyz);
binormal = normalize((model_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif

Expand Down Expand Up @@ -395,7 +395,7 @@ void main() {

#endif

world_matrix = world_matrix * bone_transform;
model_matrix = model_matrix * bone_transform;

#endif

Expand All @@ -408,11 +408,11 @@ void main() {

mat4 local_projection_matrix = projection_matrix;

mat4 modelview = camera_inverse_matrix * world_matrix;
mat4 modelview = view_matrix * model_matrix;
float roughness = 1.0;

#define projection_matrix local_projection_matrix
#define world_transform world_matrix
#define world_transform model_matrix

float point_size = 1.0;

Expand All @@ -439,11 +439,11 @@ VERTEX_SHADER_CODE
#endif

#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = camera_inverse_matrix * vertex;
normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz);
vertex = view_matrix * vertex;
normal = normalize((view_matrix * vec4(normal, 0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz);
binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz);
tangent = normalize((view_matrix * vec4(tangent, 0.0)).xyz);
binormal = normalize((view_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif

Expand Down Expand Up @@ -635,7 +635,7 @@ VERTEX_SHADER_CODE

#ifdef FOG_HEIGHT_ENABLED
{
float y = (camera_matrix * vec4(vertex_interp, 1.0)).y;
float y = (inv_view_matrix * vec4(vertex_interp, 1.0)).y;
fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
}
#endif
Expand Down Expand Up @@ -680,9 +680,9 @@ precision mediump int;
// uniforms
//

uniform highp mat4 camera_matrix;
uniform highp mat4 inv_view_matrix;
/* clang-format on */
uniform highp mat4 camera_inverse_matrix;
uniform highp mat4 view_matrix;
uniform highp mat4 projection_matrix;
uniform highp mat4 projection_inverse_matrix;

Expand Down Expand Up @@ -1644,7 +1644,7 @@ FRAGMENT_SHADER_CODE
cone_dirs[10] = vec3(-0.700629, -0.509037, -0.5);
cone_dirs[11] = vec3(0.267617, -0.823639, -0.5);

vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
vec3 local_normal = normalize(inv_view_matrix * vec4(normal, 0.0)).xyz;
vec4 captured = vec4(0.0);
float sum = 0.0;
for (int i = 0; i < 12; i++) {
Expand Down Expand Up @@ -2122,7 +2122,7 @@ FRAGMENT_SHADER_CODE

#ifdef FOG_HEIGHT_ENABLED
{
float y = (camera_matrix * vec4(vertex, 1.0)).y;
float y = (inv_view_matrix * vec4(vertex, 1.0)).y;
fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
}
#endif
Expand Down
6 changes: 3 additions & 3 deletions editor/plugins/node_3d_editor_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5935,9 +5935,9 @@ void fragment() {
float angle_fade = abs(dot(dir, NORMAL));
angle_fade = smoothstep(0.05, 0.2, angle_fade);

vec3 world_pos = (CAMERA_MATRIX * vec4(VERTEX, 1.0)).xyz;
vec3 world_normal = (CAMERA_MATRIX * vec4(NORMAL, 0.0)).xyz;
vec3 camera_world_pos = CAMERA_MATRIX[3].xyz;
vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
vec3 world_normal = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
vec3 camera_world_pos = INV_VIEW_MATRIX[3].xyz;
vec3 camera_world_pos_on_plane = camera_world_pos * (1.0 - world_normal);
float dist_fade = 1.0 - (distance(world_pos, camera_world_pos_on_plane) / grid_size);
dist_fade = smoothstep(0.02, 0.3, dist_fade);
Expand Down
4 changes: 2 additions & 2 deletions editor/plugins/skeleton_3d_editor_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -811,7 +811,7 @@ void vertex() {
COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
}
VERTEX = VERTEX;
POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0);
POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
POSITION.z = mix(POSITION.z, 0, 0.999);
POINT_SIZE = point_size;
}
Expand Down Expand Up @@ -1104,7 +1104,7 @@ void vertex() {
COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
}
VERTEX = VERTEX;
POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0);
POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
POSITION.z = mix(POSITION.z, 0, 0.998);
}
void fragment() {
Expand Down
18 changes: 9 additions & 9 deletions editor/plugins/visual_shader_editor_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4949,17 +4949,17 @@ VisualShaderEditor::VisualShaderEditor() {

// NODE3D-FOR-ALL

add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), { "camera" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_camera"), { "inv_camera" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection"), { "inv_projection" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("InvProjectionMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection_matrix"), { "inv_projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("InvViewMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_view_matrix"), { "inv_view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ModelMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "model_matrix"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("OutputIsSRGB", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "output_is_srgb"), { "output_is_srgb" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection"), { "projection" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ProjectionMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection_matrix"), { "projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("UV2", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv2"), { "uv2" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ViewMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "view_matrix"), { "view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size"), { "viewport_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "world"), { "world" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));

// CANVASITEM-FOR-ALL

Expand Down Expand Up @@ -5012,7 +5012,7 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, 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" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview"), { "modelview" }, VisualShaderNode::PORT_TYPE_TRANSFORM, 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" }, VisualShaderNode::PORT_TYPE_TRANSFORM, 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" }, 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" }, 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" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
Expand Down Expand Up @@ -5053,15 +5053,15 @@ VisualShaderEditor::VisualShaderEditor() {
// CANVASITEM INPUTS

add_options.push_back(AddOption("AtLightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Canvas", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas"), { "canvas" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("CanvasMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas_matrix"), { "canvas_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("ModelMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "model_matrix"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Screen", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen"), { "screen" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("ScreenMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen_matrix"), { "screen_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("VertexId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "world"), { "world" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));

add_options.push_back(AddOption("AtLightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
Expand Down
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