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Merge pull request #20176 from Chaosus/vs_namefixes
Several name fixes for visual shaders
This commit is contained in:
@@ -768,17 +768,17 @@ VisualShaderEditor::VisualShaderEditor() {
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add_options.push_back(AddOption("VectorOp", "Operators", "VisualShaderNodeVectorOp"));
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add_options.push_back(AddOption("VectorOp", "Operators", "VisualShaderNodeVectorOp"));
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add_options.push_back(AddOption("ColorOp", "Operators", "VisualShaderNodeColorOp"));
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add_options.push_back(AddOption("ColorOp", "Operators", "VisualShaderNodeColorOp"));
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add_options.push_back(AddOption("TransformMult", "Operators", "VisualShaderNodeTransformMult"));
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add_options.push_back(AddOption("TransformMult", "Operators", "VisualShaderNodeTransformMult"));
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add_options.push_back(AddOption("TransformVecMult", "Operators", "VisualShaderNodeTransformVecMult"));
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add_options.push_back(AddOption("TransformVectorMult", "Operators", "VisualShaderNodeTransformVecMult"));
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add_options.push_back(AddOption("ScalarFunc", "Functions", "VisualShaderNodeScalarFunc"));
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add_options.push_back(AddOption("ScalarFunc", "Functions", "VisualShaderNodeScalarFunc"));
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add_options.push_back(AddOption("VectorFunc", "Functions", "VisualShaderNodeVectorFunc"));
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add_options.push_back(AddOption("VectorFunc", "Functions", "VisualShaderNodeVectorFunc"));
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add_options.push_back(AddOption("DotProduct", "Functions", "VisualShaderNodeDotProduct"));
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add_options.push_back(AddOption("DotProduct", "Functions", "VisualShaderNodeDotProduct"));
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add_options.push_back(AddOption("VectorLen", "Functions", "VisualShaderNodeVectorLen"));
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add_options.push_back(AddOption("VectorLen", "Functions", "VisualShaderNodeVectorLen"));
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add_options.push_back(AddOption("ScalarInterp", "Interpolation", "VisualShaderNodeScalarInterp"));
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add_options.push_back(AddOption("ScalarInterp", "Interpolation", "VisualShaderNodeScalarInterp"));
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add_options.push_back(AddOption("VectorInterp", "Interpolation", "VisualShaderNodeVectorInterp"));
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add_options.push_back(AddOption("VectorInterp", "Interpolation", "VisualShaderNodeVectorInterp"));
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add_options.push_back(AddOption("VectorConstruct", "Construct", "VisualShaderNodeVectorConstruct"));
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add_options.push_back(AddOption("VectorCompose", "Compose", "VisualShaderNodeVectorCompose"));
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add_options.push_back(AddOption("TransformConstruct", "Construct", "VisualShaderNodeTransformConstruct"));
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add_options.push_back(AddOption("TransformCompose", "Compose", "VisualShaderNodeTransformCompose"));
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add_options.push_back(AddOption("VectorDestruct", "Destruct", "VisualShaderNodeVectorDestruct"));
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add_options.push_back(AddOption("VectorDecompose", "Decompose", "VisualShaderNodeVectorDecompose"));
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add_options.push_back(AddOption("TransformDestruct", "Destruct", "VisualShaderNodeTransformDestruct"));
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add_options.push_back(AddOption("TransformDecompose", "Decompose", "VisualShaderNodeTransformDecompose"));
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add_options.push_back(AddOption("Scalar", "Uniforms", "VisualShaderNodeScalarUniform"));
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add_options.push_back(AddOption("Scalar", "Uniforms", "VisualShaderNodeScalarUniform"));
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add_options.push_back(AddOption("Vector", "Uniforms", "VisualShaderNodeVec3Uniform"));
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add_options.push_back(AddOption("Vector", "Uniforms", "VisualShaderNodeVec3Uniform"));
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add_options.push_back(AddOption("Color", "Uniforms", "VisualShaderNodeColorUniform"));
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add_options.push_back(AddOption("Color", "Uniforms", "VisualShaderNodeColorUniform"));
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@@ -477,10 +477,10 @@ void register_scene_types() {
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ClassDB::register_class<VisualShaderNodeVectorLen>();
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ClassDB::register_class<VisualShaderNodeVectorLen>();
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ClassDB::register_class<VisualShaderNodeScalarInterp>();
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ClassDB::register_class<VisualShaderNodeScalarInterp>();
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ClassDB::register_class<VisualShaderNodeVectorInterp>();
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ClassDB::register_class<VisualShaderNodeVectorInterp>();
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ClassDB::register_class<VisualShaderNodeVectorConstruct>();
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ClassDB::register_class<VisualShaderNodeVectorCompose>();
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ClassDB::register_class<VisualShaderNodeTransformConstruct>();
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ClassDB::register_class<VisualShaderNodeTransformCompose>();
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ClassDB::register_class<VisualShaderNodeVectorDestruct>();
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ClassDB::register_class<VisualShaderNodeVectorDecompose>();
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ClassDB::register_class<VisualShaderNodeTransformDestruct>();
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ClassDB::register_class<VisualShaderNodeTransformDecompose>();
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ClassDB::register_class<VisualShaderNodeTexture>();
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ClassDB::register_class<VisualShaderNodeTexture>();
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ClassDB::register_class<VisualShaderNodeCubeMap>();
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ClassDB::register_class<VisualShaderNodeCubeMap>();
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ClassDB::register_virtual_class<VisualShaderNodeUniform>();
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ClassDB::register_virtual_class<VisualShaderNodeUniform>();
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@@ -183,7 +183,7 @@ VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
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////////////// Transform
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////////////// Transform
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String VisualShaderNodeTransformConstant::get_caption() const {
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String VisualShaderNodeTransformConstant::get_caption() const {
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return "Transform4x3";
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return "Transform";
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}
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}
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int VisualShaderNodeTransformConstant::get_input_port_count() const {
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int VisualShaderNodeTransformConstant::get_input_port_count() const {
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@@ -681,7 +681,7 @@ VisualShaderNodeScalarOp::VisualShaderNodeScalarOp() {
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////////////// Vector Op
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////////////// Vector Op
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String VisualShaderNodeVectorOp::get_caption() const {
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String VisualShaderNodeVectorOp::get_caption() const {
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return "VecOp";
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return "VectorOp";
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}
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}
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int VisualShaderNodeVectorOp::get_input_port_count() const {
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int VisualShaderNodeVectorOp::get_input_port_count() const {
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@@ -905,7 +905,7 @@ VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
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////////////// Transform Mult
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////////////// Transform Mult
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String VisualShaderNodeTransformMult::get_caption() const {
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String VisualShaderNodeTransformMult::get_caption() const {
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return "TransMult";
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return "TransformMult";
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}
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}
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int VisualShaderNodeTransformMult::get_input_port_count() const {
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int VisualShaderNodeTransformMult::get_input_port_count() const {
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@@ -971,7 +971,7 @@ VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
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////////////// TransformVec Mult
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////////////// TransformVec Mult
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String VisualShaderNodeTransformVecMult::get_caption() const {
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String VisualShaderNodeTransformVecMult::get_caption() const {
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return "TransVecMult";
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return "TransformVectorMult";
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}
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}
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int VisualShaderNodeTransformVecMult::get_input_port_count() const {
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int VisualShaderNodeTransformVecMult::get_input_port_count() const {
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@@ -1150,7 +1150,7 @@ VisualShaderNodeScalarFunc::VisualShaderNodeScalarFunc() {
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////////////// Vector Func
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////////////// Vector Func
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String VisualShaderNodeVectorFunc::get_caption() const {
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String VisualShaderNodeVectorFunc::get_caption() const {
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return "VecFunc";
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return "VectorFunc";
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}
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}
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int VisualShaderNodeVectorFunc::get_input_port_count() const {
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int VisualShaderNodeVectorFunc::get_input_port_count() const {
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@@ -1251,7 +1251,7 @@ VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
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////////////// Dot Product
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////////////// Dot Product
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String VisualShaderNodeDotProduct::get_caption() const {
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String VisualShaderNodeDotProduct::get_caption() const {
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return "DotProd";
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return "DotProduct";
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}
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}
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int VisualShaderNodeDotProduct::get_input_port_count() const {
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int VisualShaderNodeDotProduct::get_input_port_count() const {
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@@ -1286,7 +1286,7 @@ VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
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////////////// Vector Len
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////////////// Vector Len
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String VisualShaderNodeVectorLen::get_caption() const {
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String VisualShaderNodeVectorLen::get_caption() const {
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return "VecLen";
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return "VectorLen";
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}
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}
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int VisualShaderNodeVectorLen::get_input_port_count() const {
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int VisualShaderNodeVectorLen::get_input_port_count() const {
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@@ -1362,7 +1362,7 @@ VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() {
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////////////// Vector Interp
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////////////// Vector Interp
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String VisualShaderNodeVectorInterp::get_caption() const {
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String VisualShaderNodeVectorInterp::get_caption() const {
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return "VecInterp";
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return "VectorInterp";
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}
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}
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int VisualShaderNodeVectorInterp::get_input_port_count() const {
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int VisualShaderNodeVectorInterp::get_input_port_count() const {
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@@ -1401,18 +1401,18 @@ VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() {
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set_input_port_default_value(2, Vector3());
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set_input_port_default_value(2, Vector3());
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}
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}
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////////////// Vector Construct
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////////////// Vector Compose
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String VisualShaderNodeVectorConstruct::get_caption() const {
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String VisualShaderNodeVectorCompose::get_caption() const {
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return "VecConstr";
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return "VectorCompose";
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}
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}
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int VisualShaderNodeVectorConstruct::get_input_port_count() const {
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int VisualShaderNodeVectorCompose::get_input_port_count() const {
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return 3;
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return 3;
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}
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}
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VisualShaderNodeVectorConstruct::PortType VisualShaderNodeVectorConstruct::get_input_port_type(int p_port) const {
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VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
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return PORT_TYPE_SCALAR;
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}
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}
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String VisualShaderNodeVectorConstruct::get_input_port_name(int p_port) const {
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String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
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if (p_port == 0) {
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if (p_port == 0) {
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return "x";
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return "x";
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} else if (p_port == 1) {
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} else if (p_port == 1) {
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@@ -1422,40 +1422,40 @@ String VisualShaderNodeVectorConstruct::get_input_port_name(int p_port) const {
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}
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}
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}
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}
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int VisualShaderNodeVectorConstruct::get_output_port_count() const {
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int VisualShaderNodeVectorCompose::get_output_port_count() const {
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return 1;
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return 1;
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}
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}
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VisualShaderNodeVectorConstruct::PortType VisualShaderNodeVectorConstruct::get_output_port_type(int p_port) const {
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VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
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return PORT_TYPE_VECTOR;
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return PORT_TYPE_VECTOR;
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}
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}
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String VisualShaderNodeVectorConstruct::get_output_port_name(int p_port) const {
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String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
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return "vec";
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return "vec";
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}
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}
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String VisualShaderNodeVectorConstruct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
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return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
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}
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}
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VisualShaderNodeVectorConstruct::VisualShaderNodeVectorConstruct() {
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VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
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set_input_port_default_value(0, 0.0);
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set_input_port_default_value(0, 0.0);
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set_input_port_default_value(1, 0.0);
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set_input_port_default_value(1, 0.0);
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set_input_port_default_value(2, 0.0);
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set_input_port_default_value(2, 0.0);
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}
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}
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////////////// Transform Construct
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////////////// Transform Compose
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String VisualShaderNodeTransformConstruct::get_caption() const {
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String VisualShaderNodeTransformCompose::get_caption() const {
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return "TransConstr";
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return "TransformCompose";
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}
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}
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int VisualShaderNodeTransformConstruct::get_input_port_count() const {
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int VisualShaderNodeTransformCompose::get_input_port_count() const {
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return 4;
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return 4;
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}
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}
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VisualShaderNodeTransformConstruct::PortType VisualShaderNodeTransformConstruct::get_input_port_type(int p_port) const {
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VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
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return PORT_TYPE_VECTOR;
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return PORT_TYPE_VECTOR;
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}
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}
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String VisualShaderNodeTransformConstruct::get_input_port_name(int p_port) const {
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String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
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if (p_port == 0) {
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if (p_port == 0) {
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return "x";
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return "x";
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} else if (p_port == 1) {
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} else if (p_port == 1) {
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@@ -1467,21 +1467,21 @@ String VisualShaderNodeTransformConstruct::get_input_port_name(int p_port) const
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}
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}
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}
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}
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int VisualShaderNodeTransformConstruct::get_output_port_count() const {
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int VisualShaderNodeTransformCompose::get_output_port_count() const {
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return 1;
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return 1;
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}
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}
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VisualShaderNodeTransformConstruct::PortType VisualShaderNodeTransformConstruct::get_output_port_type(int p_port) const {
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VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
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return PORT_TYPE_TRANSFORM;
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return PORT_TYPE_TRANSFORM;
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}
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}
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String VisualShaderNodeTransformConstruct::get_output_port_name(int p_port) const {
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String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
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return "xform";
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return "xform";
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}
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}
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String VisualShaderNodeTransformConstruct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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return "\t" + p_output_vars[0] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n";
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return "\t" + p_output_vars[0] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n";
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}
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}
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VisualShaderNodeTransformConstruct::VisualShaderNodeTransformConstruct() {
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VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
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set_input_port_default_value(0, Vector3());
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set_input_port_default_value(0, Vector3());
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set_input_port_default_value(1, Vector3());
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set_input_port_default_value(1, Vector3());
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@@ -1489,28 +1489,28 @@ VisualShaderNodeTransformConstruct::VisualShaderNodeTransformConstruct() {
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set_input_port_default_value(3, Vector3());
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set_input_port_default_value(3, Vector3());
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}
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}
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////////////// Vector Destruct
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////////////// Vector Decompose
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String VisualShaderNodeVectorDestruct::get_caption() const {
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String VisualShaderNodeVectorDecompose::get_caption() const {
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return "VecDestr";
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return "VectorDecompose";
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}
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}
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int VisualShaderNodeVectorDestruct::get_input_port_count() const {
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int VisualShaderNodeVectorDecompose::get_input_port_count() const {
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return 1;
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return 1;
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}
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}
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VisualShaderNodeVectorDestruct::PortType VisualShaderNodeVectorDestruct::get_input_port_type(int p_port) const {
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VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
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return PORT_TYPE_VECTOR;
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return PORT_TYPE_VECTOR;
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}
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}
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String VisualShaderNodeVectorDestruct::get_input_port_name(int p_port) const {
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String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
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return "vec";
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return "vec";
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}
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}
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int VisualShaderNodeVectorDestruct::get_output_port_count() const {
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int VisualShaderNodeVectorDecompose::get_output_port_count() const {
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return 3;
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return 3;
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}
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}
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VisualShaderNodeVectorDestruct::PortType VisualShaderNodeVectorDestruct::get_output_port_type(int p_port) const {
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VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
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return PORT_TYPE_SCALAR;
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}
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}
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String VisualShaderNodeVectorDestruct::get_output_port_name(int p_port) const {
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String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
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if (p_port == 0) {
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if (p_port == 0) {
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return "x";
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return "x";
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} else if (p_port == 1) {
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} else if (p_port == 1) {
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@@ -1520,7 +1520,7 @@ String VisualShaderNodeVectorDestruct::get_output_port_name(int p_port) const {
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}
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}
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}
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}
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String VisualShaderNodeVectorDestruct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String code;
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String code;
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code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
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code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
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code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
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code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
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@@ -1528,33 +1528,33 @@ String VisualShaderNodeVectorDestruct::generate_code(Shader::Mode p_mode, Visual
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return code;
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return code;
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}
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}
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VisualShaderNodeVectorDestruct::VisualShaderNodeVectorDestruct() {
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VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
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set_input_port_default_value(0, Vector3());
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set_input_port_default_value(0, Vector3());
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}
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}
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////////////// Transform Destruct
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////////////// Transform Decompose
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String VisualShaderNodeTransformDestruct::get_caption() const {
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String VisualShaderNodeTransformDecompose::get_caption() const {
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return "TransDestr";
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return "TransformDecompose";
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}
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}
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int VisualShaderNodeTransformDestruct::get_input_port_count() const {
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int VisualShaderNodeTransformDecompose::get_input_port_count() const {
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return 1;
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return 1;
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}
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}
|
||||||
VisualShaderNodeTransformDestruct::PortType VisualShaderNodeTransformDestruct::get_input_port_type(int p_port) const {
|
VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
|
||||||
return PORT_TYPE_TRANSFORM;
|
return PORT_TYPE_TRANSFORM;
|
||||||
}
|
}
|
||||||
String VisualShaderNodeTransformDestruct::get_input_port_name(int p_port) const {
|
String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
|
||||||
return "xform";
|
return "xform";
|
||||||
}
|
}
|
||||||
|
|
||||||
int VisualShaderNodeTransformDestruct::get_output_port_count() const {
|
int VisualShaderNodeTransformDecompose::get_output_port_count() const {
|
||||||
return 4;
|
return 4;
|
||||||
}
|
}
|
||||||
VisualShaderNodeTransformDestruct::PortType VisualShaderNodeTransformDestruct::get_output_port_type(int p_port) const {
|
VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
|
||||||
return PORT_TYPE_VECTOR;
|
return PORT_TYPE_VECTOR;
|
||||||
}
|
}
|
||||||
String VisualShaderNodeTransformDestruct::get_output_port_name(int p_port) const {
|
String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
|
||||||
if (p_port == 0) {
|
if (p_port == 0) {
|
||||||
return "x";
|
return "x";
|
||||||
} else if (p_port == 1) {
|
} else if (p_port == 1) {
|
||||||
@@ -1566,7 +1566,7 @@ String VisualShaderNodeTransformDestruct::get_output_port_name(int p_port) const
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
String VisualShaderNodeTransformDestruct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
|
String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
|
||||||
String code;
|
String code;
|
||||||
code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
|
code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
|
||||||
code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
|
code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
|
||||||
@@ -1575,7 +1575,7 @@ String VisualShaderNodeTransformDestruct::generate_code(Shader::Mode p_mode, Vis
|
|||||||
return code;
|
return code;
|
||||||
}
|
}
|
||||||
|
|
||||||
VisualShaderNodeTransformDestruct::VisualShaderNodeTransformDestruct() {
|
VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
|
||||||
set_input_port_default_value(0, Transform());
|
set_input_port_default_value(0, Transform());
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1658,7 +1658,7 @@ VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
|
|||||||
////////////// Vector Uniform
|
////////////// Vector Uniform
|
||||||
|
|
||||||
String VisualShaderNodeVec3Uniform::get_caption() const {
|
String VisualShaderNodeVec3Uniform::get_caption() const {
|
||||||
return "VecUniform";
|
return "VectorUniform";
|
||||||
}
|
}
|
||||||
|
|
||||||
int VisualShaderNodeVec3Uniform::get_input_port_count() const {
|
int VisualShaderNodeVec3Uniform::get_input_port_count() const {
|
||||||
@@ -1694,7 +1694,7 @@ VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
|
|||||||
////////////// Transform Uniform
|
////////////// Transform Uniform
|
||||||
|
|
||||||
String VisualShaderNodeTransformUniform::get_caption() const {
|
String VisualShaderNodeTransformUniform::get_caption() const {
|
||||||
return "TransUniform";
|
return "TransformUniform";
|
||||||
}
|
}
|
||||||
|
|
||||||
int VisualShaderNodeTransformUniform::get_input_port_count() const {
|
int VisualShaderNodeTransformUniform::get_input_port_count() const {
|
||||||
@@ -1730,7 +1730,7 @@ VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
|
|||||||
////////////// Texture Uniform
|
////////////// Texture Uniform
|
||||||
|
|
||||||
String VisualShaderNodeTextureUniform::get_caption() const {
|
String VisualShaderNodeTextureUniform::get_caption() const {
|
||||||
return "TexUniform";
|
return "TextureUniform";
|
||||||
}
|
}
|
||||||
|
|
||||||
int VisualShaderNodeTextureUniform::get_input_port_count() const {
|
int VisualShaderNodeTextureUniform::get_input_port_count() const {
|
||||||
@@ -1848,7 +1848,7 @@ VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
|
|||||||
////////////// CubeMap Uniform
|
////////////// CubeMap Uniform
|
||||||
|
|
||||||
String VisualShaderNodeCubeMapUniform::get_caption() const {
|
String VisualShaderNodeCubeMapUniform::get_caption() const {
|
||||||
return "CubeMap";
|
return "CubeMapUniform";
|
||||||
}
|
}
|
||||||
|
|
||||||
int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
|
int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
|
||||||
|
|||||||
@@ -621,8 +621,8 @@ public:
|
|||||||
|
|
||||||
///////////////////////////////////////
|
///////////////////////////////////////
|
||||||
|
|
||||||
class VisualShaderNodeVectorConstruct : public VisualShaderNode {
|
class VisualShaderNodeVectorCompose : public VisualShaderNode {
|
||||||
GDCLASS(VisualShaderNodeVectorConstruct, VisualShaderNode)
|
GDCLASS(VisualShaderNodeVectorCompose, VisualShaderNode)
|
||||||
|
|
||||||
public:
|
public:
|
||||||
virtual String get_caption() const;
|
virtual String get_caption() const;
|
||||||
@@ -637,13 +637,13 @@ public:
|
|||||||
|
|
||||||
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
||||||
|
|
||||||
VisualShaderNodeVectorConstruct();
|
VisualShaderNodeVectorCompose();
|
||||||
};
|
};
|
||||||
|
|
||||||
///////////////////////////////////////
|
///////////////////////////////////////
|
||||||
|
|
||||||
class VisualShaderNodeTransformConstruct : public VisualShaderNode {
|
class VisualShaderNodeTransformCompose : public VisualShaderNode {
|
||||||
GDCLASS(VisualShaderNodeTransformConstruct, VisualShaderNode)
|
GDCLASS(VisualShaderNodeTransformCompose, VisualShaderNode)
|
||||||
|
|
||||||
public:
|
public:
|
||||||
virtual String get_caption() const;
|
virtual String get_caption() const;
|
||||||
@@ -658,13 +658,13 @@ public:
|
|||||||
|
|
||||||
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
||||||
|
|
||||||
VisualShaderNodeTransformConstruct();
|
VisualShaderNodeTransformCompose();
|
||||||
};
|
};
|
||||||
|
|
||||||
///////////////////////////////////////
|
///////////////////////////////////////
|
||||||
|
|
||||||
class VisualShaderNodeVectorDestruct : public VisualShaderNode {
|
class VisualShaderNodeVectorDecompose : public VisualShaderNode {
|
||||||
GDCLASS(VisualShaderNodeVectorDestruct, VisualShaderNode)
|
GDCLASS(VisualShaderNodeVectorDecompose, VisualShaderNode)
|
||||||
|
|
||||||
public:
|
public:
|
||||||
virtual String get_caption() const;
|
virtual String get_caption() const;
|
||||||
@@ -679,13 +679,13 @@ public:
|
|||||||
|
|
||||||
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
||||||
|
|
||||||
VisualShaderNodeVectorDestruct();
|
VisualShaderNodeVectorDecompose();
|
||||||
};
|
};
|
||||||
|
|
||||||
///////////////////////////////////////
|
///////////////////////////////////////
|
||||||
|
|
||||||
class VisualShaderNodeTransformDestruct : public VisualShaderNode {
|
class VisualShaderNodeTransformDecompose : public VisualShaderNode {
|
||||||
GDCLASS(VisualShaderNodeTransformDestruct, VisualShaderNode)
|
GDCLASS(VisualShaderNodeTransformDecompose, VisualShaderNode)
|
||||||
|
|
||||||
public:
|
public:
|
||||||
virtual String get_caption() const;
|
virtual String get_caption() const;
|
||||||
@@ -700,7 +700,7 @@ public:
|
|||||||
|
|
||||||
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
||||||
|
|
||||||
VisualShaderNodeTransformDestruct();
|
VisualShaderNodeTransformDecompose();
|
||||||
};
|
};
|
||||||
|
|
||||||
///////////////////////////////////////
|
///////////////////////////////////////
|
||||||
|
|||||||
Reference in New Issue
Block a user