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Merge pull request #84348 from jsjtxietian/screen-uv-in-visual-shader-preview-should-uv

Fix visual shader's `screen_uv` input preview uses position of node rather than a sample area like uv
Rémi Verschelde 1 year ago
parent
commit
5d306202b8
1 changed files with 4 additions and 4 deletions
  1. 4 4
      scene/resources/visual_shader.cpp

+ 4 - 4
scene/resources/visual_shader.cpp

@@ -3139,7 +3139,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
-	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
+	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
 
 
@@ -3166,7 +3166,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec3(1.0)" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec3(1.0)" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
 
 
 	// Canvas Item, Light
 	// Canvas Item, Light
@@ -3176,7 +3176,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
 
 
 	// Particles
 	// Particles
@@ -3189,7 +3189,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
 
 
 	// Sky
 	// Sky
 
 
-	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
+	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
 	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
 	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
 
 
 	// Fog
 	// Fog