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Add alpha channel display to vec4 previews of visual shader nodes
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@@ -107,6 +107,7 @@ private:
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};
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struct Port {
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VisualShaderNode::PortType type = VisualShaderNode::PORT_TYPE_SCALAR;
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TextureButton *preview_button = nullptr;
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};
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@@ -141,7 +142,7 @@ public:
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void register_shader(VisualShader *p_visual_shader);
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void set_connections(const List<VisualShader::Connection> &p_connections);
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void register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphElement *p_graph_element);
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void register_output_port(int p_id, int p_port, TextureButton *p_button);
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void register_output_port(int p_id, int p_port, VisualShaderNode::PortType p_port_type, TextureButton *p_button);
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void register_parameter_name(int p_id, LineEdit *p_parameter_name);
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void register_default_input_button(int p_node_id, int p_port_id, Button *p_button);
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void register_expression_edit(int p_node_id, CodeEdit *p_expression_edit);
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@@ -680,6 +681,7 @@ public:
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class VisualShaderNodePortPreview : public Control {
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GDCLASS(VisualShaderNodePortPreview, Control);
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TextureRect *checkerboard = nullptr;
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Ref<VisualShader> shader;
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Ref<ShaderMaterial> preview_mat;
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VisualShader::Type type = VisualShader::Type::TYPE_MAX;
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@@ -692,7 +694,7 @@ protected:
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public:
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virtual Size2 get_minimum_size() const override;
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void setup(const Ref<VisualShader> &p_shader, Ref<ShaderMaterial> &p_preview_material, VisualShader::Type p_type, int p_node, int p_port, bool p_is_valid);
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void setup(const Ref<VisualShader> &p_shader, Ref<ShaderMaterial> &p_preview_material, VisualShader::Type p_type, bool p_has_transparency, int p_node, int p_port, bool p_is_valid);
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};
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class VisualShaderConversionPlugin : public EditorResourceConversionPlugin {
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