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Added Texture2DArray support to visual shaders
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@@ -781,6 +781,183 @@ VisualShaderNodeTexture::VisualShaderNodeTexture() {
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source = SOURCE_TEXTURE;
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}
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////////////// Sample3D
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int VisualShaderNodeSample3D::get_input_port_count() const {
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return 3;
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}
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VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
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switch (p_port) {
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case 0:
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return PORT_TYPE_VECTOR;
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case 1:
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return PORT_TYPE_SCALAR;
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case 2:
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return PORT_TYPE_SAMPLER;
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default:
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return PORT_TYPE_SCALAR;
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}
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}
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String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
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switch (p_port) {
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case 0:
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return "uvw";
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case 1:
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return "lod";
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default:
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return "";
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}
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}
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int VisualShaderNodeSample3D::get_output_port_count() const {
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return 2;
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}
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VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
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return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
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return p_port == 0 ? "rgb" : "alpha";
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}
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String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const {
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if (p_port == 0) {
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return "vec3(UV.xy, 0.0)";
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}
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return "";
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}
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String VisualShaderNodeSample3D::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 (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
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String id;
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code += "\t{\n";
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if (source == SOURCE_TEXTURE) {
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id = make_unique_id(p_type, p_id, "tex3d");
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} else {
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id = p_input_vars[2];
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}
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if (id != String()) {
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if (p_input_vars[0] == String()) { // Use UV by default.
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if (p_input_vars[1] == String()) {
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code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", vec3(UV.xy, 0.0));\n";
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} else {
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code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", vec3(UV.xy, 0.0), " + p_input_vars[1] + ");\n";
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}
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} else if (p_input_vars[1] == String()) {
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//no lod
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code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
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} else {
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code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
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}
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} else {
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code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
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}
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code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
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code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
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code += "\t}\n";
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return code;
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}
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code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
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code += "\t" + p_output_vars[1] + " = 1.0;\n";
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return code;
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}
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void VisualShaderNodeSample3D::set_source(Source p_source) {
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source = p_source;
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emit_changed();
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emit_signal("editor_refresh_request");
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}
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VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
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return source;
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}
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void VisualShaderNodeSample3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
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ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
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BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
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BIND_ENUM_CONSTANT(SOURCE_PORT);
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}
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String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
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if (source == SOURCE_TEXTURE) {
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return String(); // all good
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}
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if (source == SOURCE_PORT) {
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return String(); // all good
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}
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return TTR("Invalid source for shader.");
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}
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VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
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source = SOURCE_TEXTURE;
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simple_decl = false;
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}
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////////////// Texture2DArray
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String VisualShaderNodeTexture2DArray::get_caption() const {
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return "Texture2DArray";
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}
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String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
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if (p_port == 2) {
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return "sampler2DArray";
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}
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return VisualShaderNodeSample3D::get_input_port_name(p_port);
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}
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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VisualShader::DefaultTextureParam dtp;
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dtp.name = make_unique_id(p_type, p_id, "tex3d");
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dtp.param = texture;
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Vector<VisualShader::DefaultTextureParam> ret;
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ret.push_back(dtp);
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return ret;
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}
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String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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if (source == SOURCE_TEXTURE) {
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return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
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}
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return String();
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}
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void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_value) {
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texture = p_value;
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emit_changed();
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}
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Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
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return texture;
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}
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Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
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Vector<StringName> props;
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props.push_back("source");
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if (source == SOURCE_TEXTURE) {
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props.push_back("texture_array");
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}
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return props;
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}
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void VisualShaderNodeTexture2DArray::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
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ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
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}
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VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
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}
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////////////// Cubemap
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String VisualShaderNodeCubemap::get_caption() const {
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@@ -3926,6 +4103,74 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int
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VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
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}
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////////////// Texture2DArray Uniform
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String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
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return "Texture2DArrayUniform";
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}
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int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
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return PORT_TYPE_SAMPLER;
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}
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String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
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return "sampler2DArray";
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}
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int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
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return 0;
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}
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VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
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return "";
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}
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String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const {
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return "";
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}
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String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
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switch (texture_type) {
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case TYPE_DATA:
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if (color_default == COLOR_DEFAULT_BLACK)
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code += " : hint_black;\n";
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else
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code += ";\n";
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break;
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case TYPE_COLOR:
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if (color_default == COLOR_DEFAULT_BLACK)
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code += " : hint_black_albedo;\n";
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else
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code += " : hint_albedo;\n";
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break;
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case TYPE_NORMALMAP:
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code += " : hint_normal;\n";
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break;
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case TYPE_ANISO:
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code += " : hint_aniso;\n";
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break;
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}
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return code;
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}
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String VisualShaderNodeTexture2DArrayUniform::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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return String();
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}
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VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
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}
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////////////// Cubemap Uniform
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String VisualShaderNodeCubemapUniform::get_caption() const {
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