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Merge pull request #73691 from Chaosus/vs_depth

Add DEPTH to the visual shader output (for spatial mode)
Yuri Sizov 2 年之前
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53d0e6c2d5
共有 1 個文件被更改,包括 3 次插入1 次删除
  1. 3 1
      scene/resources/visual_shader.cpp

+ 3 - 1
scene/resources/visual_shader.cpp

@@ -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_VECTOR_2D, "Alpha UV", "ALPHA_TEXTURE_COORDINATE" },
 
+	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Depth", "DEPTH" },
+
 	////////////////////////////////////////////////////////////////////////
 	// 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) {
 		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;
 }