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Sort bent normal output at the bottom to prevent visual shader breakage

Qbieshay 1 周之前
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657dc82fe4
共有 1 個文件被更改,包括 1 次插入2 次删除
  1. 1 2
      scene/resources/visual_shader.cpp

+ 1 - 2
scene/resources/visual_shader.cpp

@@ -4154,8 +4154,6 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
 
-	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Bent Normal Map", "BENT_NORMAL_MAP" },
-
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim", "RIM" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim Tint", "RIM_TINT" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat", "CLEARCOAT" },
@@ -4171,6 +4169,7 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
 	{ 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" },
+	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Bent Normal Map", "BENT_NORMAL_MAP" },
 
 	////////////////////////////////////////////////////////////////////////
 	// Spatial, Light.