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Adds UVFunc for panning/scaling on UV's to VisualShader's.
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@@ -2081,6 +2081,16 @@ void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, int p_op_idx) {
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}
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}
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//UV_FUNC
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{
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VisualShaderNodeUVFunc *uvFunc = Object::cast_to<VisualShaderNodeUVFunc>(p_node);
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if (uvFunc) {
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uvFunc->set_function((VisualShaderNodeUVFunc::Function)p_op_idx);
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return;
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}
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}
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// IS
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{
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VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(p_node);
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@@ -4244,6 +4254,8 @@ VisualShaderEditor::VisualShaderEditor() {
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// TEXTURES
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add_options.push_back(AddOption("UVFunc", "Textures", "Common", "VisualShaderNodeUVFunc", TTR("Function to be applied on texture coordinates."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
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cubemap_node_option_idx = add_options.size();
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add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), -1, -1));
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curve_node_option_idx = add_options.size();
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@@ -4254,6 +4266,8 @@ VisualShaderEditor::VisualShaderEditor() {
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add_options.push_back(AddOption("Texture2DArray", "Textures", "Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), -1, -1, -1, -1, -1));
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texture3d_node_option_idx = add_options.size();
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add_options.push_back(AddOption("Texture3D", "Textures", "Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), -1, -1));
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add_options.push_back(AddOption("UVPanning", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply panning function on texture coordinates."), VisualShaderNodeUVFunc::FUNC_PANNING, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("UVScaling", "Textures", "Functions", "VisualShaderNodeUVFunc", TTR("Apply scaling function on texture coordinates."), VisualShaderNodeUVFunc::FUNC_SCALING, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup."), -1, -1));
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add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup."), -1, -1));
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