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mirror of https://github.com/godotengine/godot.git synced 2025-11-18 14:21:41 +00:00

Prevents TextureUniform in visual shaders from conversion to constant

This commit is contained in:
Yuri Roubinsky
2021-04-04 15:09:29 +03:00
parent cbf5408685
commit 44af52d62c
4 changed files with 37 additions and 1 deletions

View File

@@ -3744,6 +3744,10 @@ bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) cons
return true; // all qualifiers are supported
}
bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const {
return true; // conversion is allowed
}
Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("hint");
@@ -3911,6 +3915,10 @@ bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const
return true; // all qualifiers are supported
}
bool VisualShaderNodeIntUniform::is_convertible_to_constant() const {
return true; // conversion is allowed
}
Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("hint");
@@ -4019,6 +4027,10 @@ bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) co
return true; // all qualifiers are supported
}
bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const {
return true; // conversion is allowed
}
Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("default_value_enabled");
@@ -4113,6 +4125,10 @@ bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) cons
return true; // all qualifiers are supported
}
bool VisualShaderNodeColorUniform::is_convertible_to_constant() const {
return true; // conversion is allowed
}
Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("default_value_enabled");
@@ -4209,6 +4225,10 @@ bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const
return true; // all qualifiers are supported
}
bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const {
return true; // conversion is allowed
}
Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("default_value_enabled");
@@ -4309,6 +4329,10 @@ bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual)
return true; // all qualifiers are supported
}
bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const {
return true; // conversion is allowed
}
Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("default_value_enabled");
@@ -4494,6 +4518,10 @@ bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) co
return false;
}
bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
return false; // conversion is not allowed
}
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
simple_decl = false;
}