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@@ -357,9 +357,13 @@ int VisualShaderNodeTexture::get_output_port_count() const {
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return 2;
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}
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VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
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+ if (p_port == 0 && source == SOURCE_DEPTH)
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+ return PORT_TYPE_SCALAR;
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return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
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+ if (p_port == 0 && source == SOURCE_DEPTH)
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+ return "depth";
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return p_port == 0 ? "rgb" : "alpha";
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}
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@@ -475,6 +479,41 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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return code;
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}
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+ if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
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+ {
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+ if (source == SOURCE_DEPTH) {
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+ String code;
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+ code += "\t" + p_output_vars[0] + " = 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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+ }
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+
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+ if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
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+
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+ String code = "\t{\n";
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+ if (p_input_vars[0] == String()) { //none bound, do nothing
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+
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+ code += "\t\tfloat _depth = 0.0;\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\tfloat _depth = texture( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy ).r;\n";
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+ } else {
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+ code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " ).r;\n";
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+ }
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+
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+ code += "\t\t" + p_output_vars[0] + " = _depth;\n";
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+ code += "\t\t" + p_output_vars[1] + " = 1.0;\n";
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+ code += "\t}\n";
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+ return code;
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+ } else if (source == SOURCE_DEPTH) {
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+ String code;
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+ code += "\t" + p_output_vars[0] + " = 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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+
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//none
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String code;
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code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
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@@ -543,6 +582,14 @@ String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::T
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return String(); // all good
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}
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+ if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
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+
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+ if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
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+ return TTR("Invalid source for preview.");
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+ }
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+ return String(); // all good
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+ }
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+
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return TTR("Invalid source for shader.");
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}
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@@ -557,7 +604,7 @@ void VisualShaderNodeTexture::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
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ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
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- ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D"), "set_source", "get_source");
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+ ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth"), "set_source", "get_source");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
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@@ -565,6 +612,7 @@ void VisualShaderNodeTexture::_bind_methods() {
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BIND_ENUM_CONSTANT(SOURCE_SCREEN);
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BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
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BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
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+ BIND_ENUM_CONSTANT(SOURCE_DEPTH);
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BIND_ENUM_CONSTANT(TYPE_DATA);
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BIND_ENUM_CONSTANT(TYPE_COLOR);
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BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
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