|
@@ -3645,6 +3645,8 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha AA Edge", "ALPHA_ANTIALIASING_EDGE" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha AA Edge", "ALPHA_ANTIALIASING_EDGE" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Alpha UV", "ALPHA_TEXTURE_COORDINATE" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Alpha UV", "ALPHA_TEXTURE_COORDINATE" },
|
|
|
|
|
|
|
|
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Depth", "DEPTH" },
|
|
|
|
+
|
|
////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////
|
|
// Node3D, Light.
|
|
// Node3D, Light.
|
|
////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////
|
|
@@ -3768,7 +3770,7 @@ bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
|
|
}
|
|
}
|
|
if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
|
|
if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
|
|
String port_name = get_input_port_name(p_index);
|
|
String port_name = get_input_port_name(p_index);
|
|
- return bool(port_name == "AO" || port_name == "Normal" || port_name == "Rim" || port_name == "Clearcoat" || port_name == "Anisotropy" || port_name == "Subsurf Scatter" || port_name == "Alpha Scissor Threshold");
|
|
|
|
|
|
+ return bool(port_name == "AO" || port_name == "Normal" || port_name == "Rim" || port_name == "Clearcoat" || port_name == "Anisotropy" || port_name == "Subsurf Scatter" || port_name == "Alpha Scissor Threshold" || port_name == "Depth");
|
|
}
|
|
}
|
|
return false;
|
|
return false;
|
|
}
|
|
}
|