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Use C++11 raw literals for shader code to improve readability
In files that have lots of branching, `\t` was replaced with a tab character instead.
This commit is contained in:
@@ -76,14 +76,14 @@ String VisualShaderNodeParticleSphereEmitter::get_input_port_name(int p_port) co
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String VisualShaderNodeParticleSphereEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String code;
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code += "vec3 __get_random_point_in_sphere(inout uint seed, float radius, float inner_radius) {\n";
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code += "\treturn __get_random_unit_vec3(seed) * __randf_range(seed, inner_radius, radius);\n";
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code += " return __get_random_unit_vec3(seed) * __randf_range(seed, inner_radius, radius);\n";
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code += "}\n\n";
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return code;
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}
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String VisualShaderNodeParticleSphereEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String code;
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code += "\t" + p_output_vars[0] + " = __get_random_point_in_sphere(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
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code += " " + p_output_vars[0] + " = __get_random_point_in_sphere(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
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return code;
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}
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@@ -119,15 +119,15 @@ String VisualShaderNodeParticleBoxEmitter::get_input_port_name(int p_port) const
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String VisualShaderNodeParticleBoxEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String code;
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code += "vec3 __get_random_point_in_box(inout uint seed, vec3 extents) {\n";
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code += "\tvec3 half_extents = extents / 2.0;\n";
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code += "\treturn vec3(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y), __randf_range(seed, -half_extents.z, half_extents.z));\n";
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code += " vec3 half_extents = extents / 2.0;\n";
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code += " return vec3(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y), __randf_range(seed, -half_extents.z, half_extents.z));\n";
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code += "}\n\n";
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return code;
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}
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String VisualShaderNodeParticleBoxEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String code;
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code += "\t" + p_output_vars[0] + " = __get_random_point_in_box(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n";
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code += " " + p_output_vars[0] + " = __get_random_point_in_box(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n";
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return code;
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}
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@@ -163,16 +163,16 @@ String VisualShaderNodeParticleRingEmitter::get_input_port_name(int p_port) cons
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String VisualShaderNodeParticleRingEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String code;
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code += "vec3 __get_random_point_on_ring(inout uint seed, float radius, float inner_radius, float height) {\n";
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code += "\tfloat angle = __rand_from_seed(seed) * PI * 2.0;\n";
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code += "\tvec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n";
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code += "\treturn vec3(ring.x, __randf_range(seed, min(0.0, height), max(0.0, height)), ring.y);\n";
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code += " float angle = __rand_from_seed(seed) * PI * 2.0;\n";
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code += " vec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n";
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code += " return vec3(ring.x, __randf_range(seed, min(0.0, height), max(0.0, height)), ring.y);\n";
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code += "}\n\n";
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return code;
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}
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String VisualShaderNodeParticleRingEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String code;
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code = "\t" + p_output_vars[0] + " = __get_random_point_on_ring(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ");\n";
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code = " " + p_output_vars[0] + " = __get_random_point_on_ring(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ");\n";
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return code;
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}
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@@ -242,9 +242,9 @@ String VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_name(int p_p
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String VisualShaderNodeParticleMultiplyByAxisAngle::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String code;
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if (degrees_mode) {
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code += "\t" + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", radians(" + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ")) * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n";
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code += " " + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", radians(" + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ")) * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n";
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} else {
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code += "\t" + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ") * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n";
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code += " " + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ") * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n";
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}
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return code;
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}
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@@ -315,16 +315,16 @@ String VisualShaderNodeParticleConeVelocity::get_output_port_name(int p_port) co
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String VisualShaderNodeParticleConeVelocity::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String code;
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code += "\t__radians = radians(" + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
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code += "\t__scalar_buff1 = __rand_from_seed_m1_p1(__seed) * __radians;\n";
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code += "\t__scalar_buff2 = __rand_from_seed_m1_p1(__seed) * __radians;\n";
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code += "\t__vec3_buff1 = " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + ";\n";
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code += "\t__scalar_buff1 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.x, __vec3_buff1.z) : sign(__vec3_buff1.x) * (PI / 2.0);\n";
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code += "\t__scalar_buff2 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.z)) : (__vec3_buff1.x != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.x)) : sign(__vec3_buff1.y) * (PI / 2.0));\n";
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code += "\t__vec3_buff1 = vec3(sin(__scalar_buff1), 0.0, cos(__scalar_buff1));\n";
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code += "\t__vec3_buff2 = vec3(0.0, sin(__scalar_buff2), cos(__scalar_buff2));\n";
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code += "\t__vec3_buff2.z = __vec3_buff2.z / max(0.0001, sqrt(abs(__vec3_buff2.z)));\n";
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code += "\t" + p_output_vars[0] + " = normalize(vec3(__vec3_buff1.x * __vec3_buff2.z, __vec3_buff2.y, __vec3_buff1.z * __vec3_buff2.z));\n";
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code += " __radians = radians(" + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
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code += " __scalar_buff1 = __rand_from_seed_m1_p1(__seed) * __radians;\n";
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code += " __scalar_buff2 = __rand_from_seed_m1_p1(__seed) * __radians;\n";
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code += " __vec3_buff1 = " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + ";\n";
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code += " __scalar_buff1 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.x, __vec3_buff1.z) : sign(__vec3_buff1.x) * (PI / 2.0);\n";
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code += " __scalar_buff2 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.z)) : (__vec3_buff1.x != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.x)) : sign(__vec3_buff1.y) * (PI / 2.0));\n";
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code += " __vec3_buff1 = vec3(sin(__scalar_buff1), 0.0, cos(__scalar_buff1));\n";
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code += " __vec3_buff2 = vec3(0.0, sin(__scalar_buff2), cos(__scalar_buff2));\n";
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code += " __vec3_buff2.z = __vec3_buff2.z / max(0.0001, sqrt(abs(__vec3_buff2.z)));\n";
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code += " " + p_output_vars[0] + " = normalize(vec3(__vec3_buff1.x * __vec3_buff2.z, __vec3_buff2.y, __vec3_buff1.z * __vec3_buff2.z));\n";
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return code;
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}
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@@ -394,9 +394,9 @@ String VisualShaderNodeParticleRandomness::get_input_port_name(int p_port) const
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String VisualShaderNodeParticleRandomness::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String code;
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if (op_type == OP_TYPE_SCALAR) {
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code += vformat("\t%s = __randf_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
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code += vformat(" %s = __randf_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
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} else if (op_type == OP_TYPE_VECTOR) {
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code += vformat("\t%s = __randv_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
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code += vformat(" %s = __randv_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
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}
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return code;
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}
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@@ -491,14 +491,14 @@ String VisualShaderNodeParticleAccelerator::generate_code(Shader::Mode p_mode, V
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String code;
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switch (mode) {
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case MODE_LINEAR:
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code += "\t" + p_output_vars[0] + " = length(VELOCITY) > 0.0 ? " + "normalize(VELOCITY) * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n";
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code += " " + p_output_vars[0] + " = length(VELOCITY) > 0.0 ? " + "normalize(VELOCITY) * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n";
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break;
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case MODE_RADIAL:
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code += "\t" + p_output_vars[0] + " = length(__diff) > 0.0 ? __ndiff * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n";
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code += " " + p_output_vars[0] + " = length(__diff) > 0.0 ? __ndiff * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n";
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break;
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case MODE_TANGENTIAL:
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code += "\t__vec3_buff1 = cross(__ndiff, normalize(" + (p_input_vars[2].is_empty() ? "vec3" + (String)get_input_port_default_value(2) : p_input_vars[2]) + "));\n";
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code += "\t" + p_output_vars[0] + " = length(__vec3_buff1) > 0.0 ? normalize(__vec3_buff1) * (" + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ")) : vec3(0.0);\n";
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code += " __vec3_buff1 = cross(__ndiff, normalize(" + (p_input_vars[2].is_empty() ? "vec3" + (String)get_input_port_default_value(2) : p_input_vars[2]) + "));\n";
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code += " " + p_output_vars[0] + " = length(__vec3_buff1) > 0.0 ? normalize(__vec3_buff1) * (" + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ")) : vec3(0.0);\n";
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break;
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case MODE_MAX:
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break;
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@@ -693,7 +693,7 @@ bool VisualShaderNodeParticleOutput::is_port_separator(int p_index) const {
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String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String code;
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String tab = "\t";
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String tab = " ";
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if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
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if (!p_input_vars[0].is_empty()) { // custom.rgb
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@@ -718,7 +718,7 @@ String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, Visual
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if (!p_input_vars[0].is_empty()) { // active (begin)
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code += tab + "ACTIVE = " + p_input_vars[0] + ";\n";
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code += tab + "if(ACTIVE) {\n";
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tab += "\t";
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tab += " ";
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}
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if (!p_input_vars[1].is_empty()) { // velocity
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code += tab + "VELOCITY = " + p_input_vars[1] + ";\n";
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@@ -734,14 +734,14 @@ String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, Visual
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if (shader_type == VisualShader::TYPE_START) {
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code += tab + "if (RESTART_POSITION) {\n";
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if (!p_input_vars[4].is_empty()) {
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code += tab + "\tTRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(" + p_input_vars[4] + ", 1.0));\n";
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code += tab + " TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(" + p_input_vars[4] + ", 1.0));\n";
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} else {
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code += tab + "\tTRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
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code += tab + " TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
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}
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code += tab + "\tif (RESTART_VELOCITY) {\n";
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code += tab + "\t\tVELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n";
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code += tab + "\t}\n";
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code += tab + "\tTRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
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code += tab + " if (RESTART_VELOCITY) {\n";
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code += tab + " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n";
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code += tab + " }\n";
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code += tab + " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n";
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code += tab + "}\n";
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} else if (shader_type == VisualShader::TYPE_COLLIDE) { // position
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if (!p_input_vars[4].is_empty()) {
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@@ -779,7 +779,7 @@ String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, Visual
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}
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}
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if (!p_input_vars[0].is_empty()) { // active (end)
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code += "\t}\n";
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code += " }\n";
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}
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}
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return code;
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@@ -926,12 +926,12 @@ String VisualShaderNodeParticleEmit::generate_code(Shader::Mode p_mode, VisualSh
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if (!is_input_port_connected(0)) {
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default_condition = true;
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if (get_input_port_default_value(0)) {
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tab = "\t";
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tab = " ";
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} else {
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return code;
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}
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} else {
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tab = "\t\t";
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tab = " ";
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}
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|
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String transform;
|
||||
@@ -1008,13 +1008,13 @@ String VisualShaderNodeParticleEmit::generate_code(Shader::Mode p_mode, VisualSh
|
||||
}
|
||||
|
||||
if (!default_condition) {
|
||||
code += "\tif (" + p_input_vars[0] + ") {\n";
|
||||
code += " if (" + p_input_vars[0] + ") {\n";
|
||||
}
|
||||
|
||||
code += tab + "emit_subparticle(" + transform + ", " + velocity + ", vec4(" + color + ", " + alpha + "), vec4(" + custom + ", " + custom_alpha + "), " + flags + ");\n";
|
||||
|
||||
if (!default_condition) {
|
||||
code += "\t}\n";
|
||||
code += " }\n";
|
||||
}
|
||||
|
||||
return code;
|
||||
|
||||
Reference in New Issue
Block a user