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Continue to improve vector4 type in visual shaders

Yuri Roubinsky 3 years ago
parent
commit
8bf632240d

+ 1 - 0
editor/editor_themes.cpp

@@ -489,6 +489,7 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) {
 	theme->set_color("axis_x_color", "Editor", Color(0.96, 0.20, 0.32));
 	theme->set_color("axis_y_color", "Editor", Color(0.53, 0.84, 0.01));
 	theme->set_color("axis_z_color", "Editor", Color(0.16, 0.55, 0.96));
+	theme->set_color("axis_w_color", "Editor", Color(0.55, 0.55, 0.55));
 
 	const float prop_color_saturation = accent_color.get_s() * 0.75;
 	const float prop_color_value = accent_color.get_v();

+ 64 - 51
editor/plugins/visual_shader_editor_plugin.cpp

@@ -923,6 +923,7 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
 						port_left = vsnode->get_input_port_type(i + 3);
 					}
 					node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]);
+					port_offset++;
 
 					valid_left = (i + 4) < vsnode->get_input_port_count();
 					port_left = VisualShaderNode::PORT_TYPE_SCALAR;
@@ -4027,7 +4028,10 @@ void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input,
 		return;
 	}
 
-	bool type_changed = p_input->get_input_type_by_name(p_name) != p_input->get_input_type_by_name(prev_name);
+	VisualShaderNode::PortType next_input_type = p_input->get_input_type_by_name(p_name);
+	VisualShaderNode::PortType prev_input_type = p_input->get_input_type_by_name(prev_name);
+
+	bool type_changed = next_input_type != prev_input_type;
 
 	UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo();
 	undo_redo->create_action(TTR("Visual Shader Input Type Changed"));
@@ -4035,31 +4039,54 @@ void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input,
 	undo_redo->add_do_method(p_input.ptr(), "set_input_name", p_name);
 	undo_redo->add_undo_method(p_input.ptr(), "set_input_name", prev_name);
 
-	// update output port
-	for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
-		VisualShader::Type type = VisualShader::Type(type_id);
-		int id = visual_shader->find_node_id(type, p_input);
-		if (id != VisualShader::NODE_ID_INVALID) {
-			if (type_changed) {
+	if (type_changed) {
+		for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) {
+			VisualShader::Type type = VisualShader::Type(type_id);
+
+			int id = visual_shader->find_node_id(type, p_input);
+			if (id != VisualShader::NODE_ID_INVALID) {
+				bool is_expanded = p_input->is_output_port_expandable(0) && p_input->_is_output_port_expanded(0);
+
+				int type_size = 0;
+				if (is_expanded) {
+					switch (next_input_type) {
+						case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
+							type_size = 2;
+						} break;
+						case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
+							type_size = 3;
+						} break;
+						case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+							type_size = 4;
+						} break;
+						default:
+							break;
+					}
+				}
+
 				List<VisualShader::Connection> conns;
 				visual_shader->get_node_connections(type, &conns);
 				for (const VisualShader::Connection &E : conns) {
-					if (E.from_node == id) {
-						if (visual_shader->is_port_types_compatible(p_input->get_input_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) {
-							undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
-							undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
-							continue;
+					int from_node = E.from_node;
+					int from_port = E.from_port;
+					int to_node = E.to_node;
+					int to_port = E.to_port;
+
+					if (from_node == id) {
+						bool is_incompatible_types = !visual_shader->is_port_types_compatible(p_input->get_input_type_by_name(p_name), visual_shader->get_node(type, to_node)->get_input_port_type(to_port));
+
+						if (is_incompatible_types || from_port > type_size) {
+							undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
+							undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
+							undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port);
+							undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port);
 						}
-						undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
-						undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
-						undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
-						undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port);
 					}
 				}
+
+				undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
+				undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
 			}
-			undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id);
-			undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id);
-			break;
 		}
 	}
 
@@ -5068,8 +5095,7 @@ VisualShaderEditor::VisualShaderEditor() {
 
 	// CANVASITEM-FOR-ALL
 
-	add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha", "COLOR.a"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
-	add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR.rgb"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_CANVAS_ITEM));
+	add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "texture_pixel_size", "TEXTURE_PIXEL_SIZE"), { "texture_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv", "UV"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM));
@@ -5077,11 +5103,9 @@ VisualShaderEditor::VisualShaderEditor() {
 	// PARTICLES-FOR-ALL
 
 	add_options.push_back(AddOption("Active", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active", "ACTIVE"), { "active" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES));
-	add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha", "COLOR.a"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
 	add_options.push_back(AddOption("AttractorForce", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "attractor_force", "ATTRACTOR_FORCE"), { "attractor_force" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
-	add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR.rgb"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
-	add_options.push_back(AddOption("Custom", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom", "CUSTOM.rgb"), { "custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES));
-	add_options.push_back(AddOption("CustomAlpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom_alpha", "CUSTOM.a"), { "custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
+	add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES));
+	add_options.push_back(AddOption("Custom", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom", "CUSTOM"), { "custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES));
 	add_options.push_back(AddOption("Delta", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta", "DELTA"), { "delta" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES));
 	add_options.push_back(AddOption("EmissionTransform", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform", "EMISSION_TRANSFORM"), { "emission_transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES));
 	add_options.push_back(AddOption("Index", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index", "INDEX"), { "index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, -1, Shader::MODE_PARTICLES));
@@ -5111,12 +5135,10 @@ VisualShaderEditor::VisualShaderEditor() {
 
 	// NODE3D INPUTS
 
-	add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha", "COLOR.a"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
-	add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR.rgb"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
+	add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
-	add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM.rgb"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
-	add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha", "INSTANCE_CUSTOM.a"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
+	add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("ModelViewMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview_matrix", "MODELVIEW_MATRIX"), { "modelview_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
@@ -5126,11 +5148,10 @@ VisualShaderEditor::VisualShaderEditor() {
 	add_options.push_back(AddOption("ViewMonoLeft", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left", "VIEW_MONO_LEFT"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("ViewRight", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right", "VIEW_RIGHT"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
 
-	add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha", "COLOR.a"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
-	add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR.rgb"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
+	add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("DepthTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "depth_texture", "DEPTH_TEXTURE"), { "depth_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
-	add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD.xyz"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
+	add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("FrontFacing", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing", "FRONT_FACING"), { "front_facing" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture", "SCREEN_TEXTURE"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
@@ -5146,7 +5167,7 @@ VisualShaderEditor::VisualShaderEditor() {
 	add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation", "ATTENUATION"), { "attenuation" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("Backlight", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "backlight", "BACKLIGHT"), { "backlight" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse", "DIFFUSE_LIGHT"), { "diffuse" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
-	add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD.xyz"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
+	add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("Metallic", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic", "METALLIC"), { "metallic" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
@@ -5158,8 +5179,7 @@ VisualShaderEditor::VisualShaderEditor() {
 
 	add_options.push_back(AddOption("AtLightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("CanvasMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas_matrix", "CANVAS_MATRIX"), { "canvas_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
-	add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM.rgb"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
-	add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha", "INSTANCE_CUSTOM.a"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
+	add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("ModelMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
@@ -5168,32 +5188,27 @@ VisualShaderEditor::VisualShaderEditor() {
 	add_options.push_back(AddOption("VertexId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id", "VERTEX_ID"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
 
 	add_options.push_back(AddOption("AtLightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
-	add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD.xyz"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
+	add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("NormalTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture", "NORMAL_TEXTURE"), { "normal_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size", "SCREEN_PIXEL_SIZE"), { "screen_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture", "SCREEN_TEXTURE"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
-	add_options.push_back(AddOption("SpecularShininess", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS.rgb"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
-	add_options.push_back(AddOption("SpecularShininessAlpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess_alpha", "SPECULAR_SHININESS.a"), { "specular_shininess_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
+	add_options.push_back(AddOption("SpecularShininess", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("SpecularShininessTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE"), { "specular_shininess_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("Texture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
 
-	add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD.xyz"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
-	add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT.rgb"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
-	add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_alpha", "LIGHT.a"), { "light_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
-	add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR.rgb"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
-	add_options.push_back(AddOption("LightColorAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color_alpha", "LIGHT_COLOR.a"), { "light_color_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
+	add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
+	add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
+	add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("LightPosition", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position", "LIGHT_POSITION"), { "light_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("LightVertex", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "light_vertex", "LIGHT_VERTEX"), { "light_vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal", "NORMAL"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
-	add_options.push_back(AddOption("Shadow", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow", "SHADOW_MODULATE.rgb"), { "shadow" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
-	add_options.push_back(AddOption("ShadowAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_alpha", "SHADOW_MODULATE.a"), { "shadow_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
-	add_options.push_back(AddOption("SpecularShininess", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS.rgb"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
-	add_options.push_back(AddOption("SpecularShininessAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess_alpha", "SPECULAR_SHININESS.a"), { "specular_shininess_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
+	add_options.push_back(AddOption("Shadow", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow", "SHADOW_MODULATE"), { "shadow" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
+	add_options.push_back(AddOption("SpecularShininess", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 	add_options.push_back(AddOption("Texture", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
 
 	// SKY INPUTS
@@ -5202,8 +5217,7 @@ VisualShaderEditor::VisualShaderEditor() {
 	add_options.push_back(AddOption("AtHalfResPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_half_res_pass", "AT_HALF_RES_PASS"), { "at_half_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 	add_options.push_back(AddOption("AtQuarterResPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_quarter_res_pass", "AT_QUARTER_RES_PASS"), { "at_quarter_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 	add_options.push_back(AddOption("EyeDir", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "eyedir", "EYEDIR"), { "eyedir" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
-	add_options.push_back(AddOption("HalfResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color", "HALF_RES_COLOR.rgb"), { "half_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
-	add_options.push_back(AddOption("HalfResAlpha", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_alpha", "HALF_RES_COLOR.a"), { "half_res_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
+	add_options.push_back(AddOption("HalfResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color", "HALF_RES_COLOR"), { "half_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 	add_options.push_back(AddOption("Light0Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_color", "LIGHT0_COLOR"), { "light0_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 	add_options.push_back(AddOption("Light0Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_direction", "LIGHT0_DIRECTION"), { "light0_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 	add_options.push_back(AddOption("Light0Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_enabled", "LIGHT0_ENABLED"), { "light0_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
@@ -5221,8 +5235,7 @@ VisualShaderEditor::VisualShaderEditor() {
 	add_options.push_back(AddOption("Light3Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_enabled", "LIGHT3_ENABLED"), { "light3_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 	add_options.push_back(AddOption("Light3Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_energy", "LIGHT3_ENERGY"), { "light3_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 	add_options.push_back(AddOption("Position", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "position", "POSITION"), { "position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
-	add_options.push_back(AddOption("QuarterResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color", "QUARTER_RES_COLOR.rgb"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
-	add_options.push_back(AddOption("QuarterResAlpha", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_alpha", "QUARTER_RES_COLOR.a"), { "quarter_res_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY));
+	add_options.push_back(AddOption("QuarterResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color", "QUARTER_RES_COLOR"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 	add_options.push_back(AddOption("Radiance", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "radiance", "RADIANCE"), { "radiance" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 	add_options.push_back(AddOption("ScreenUV", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));
 	add_options.push_back(AddOption("SkyCoords", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "sky_coords", "SKY_COORDS"), { "sky_coords" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY));

+ 66 - 134
scene/resources/visual_shader.cpp

@@ -812,7 +812,6 @@ void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, co
 	if (input.is_valid()) {
 		input->shader_mode = shader_mode;
 		input->shader_type = p_type;
-		input->connect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed), varray(p_type, p_id));
 	}
 
 	n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
@@ -882,11 +881,6 @@ void VisualShader::remove_node(Type p_type, int p_id) {
 	Graph *g = &graph[p_type];
 	ERR_FAIL_COND(!g->nodes.has(p_id));
 
-	Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
-	if (input.is_valid()) {
-		input->disconnect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed));
-	}
-
 	g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
 
 	g->nodes.erase(p_id);
@@ -2033,29 +2027,19 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
 	if (!node_code.is_empty()) {
 		code += node_name;
 		code += node_code;
-		code += "\n";
 	}
 
 	for (int i = 0; i < output_count; i++) {
-		bool new_line_inserted = false;
 		if (expanded_output_ports[i]) {
 			switch (vsnode->get_output_port_type(i)) {
 				case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
 					if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
-						if (!new_line_inserted) {
-							code += "\n";
-							new_line_inserted = true;
-						}
 						String r = "n_out" + itos(node) + "p" + itos(i + 1);
 						code += "	float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
 						outputs[i + 1] = r;
 					}
 
 					if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
-						if (!new_line_inserted) {
-							code += "\n";
-							new_line_inserted = true;
-						}
 						String g = "n_out" + itos(node) + "p" + itos(i + 2);
 						code += "	float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
 						outputs[i + 2] = g;
@@ -2065,30 +2049,18 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
 				} break;
 				case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
 					if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
-						if (!new_line_inserted) {
-							code += "\n";
-							new_line_inserted = true;
-						}
 						String r = "n_out" + itos(node) + "p" + itos(i + 1);
 						code += "	float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
 						outputs[i + 1] = r;
 					}
 
 					if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
-						if (!new_line_inserted) {
-							code += "\n";
-							new_line_inserted = true;
-						}
 						String g = "n_out" + itos(node) + "p" + itos(i + 2);
 						code += "	float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
 						outputs[i + 2] = g;
 					}
 
 					if (vsnode->is_output_port_connected(i + 3) || (for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
-						if (!new_line_inserted) {
-							code += "\n";
-							new_line_inserted = true;
-						}
 						String b = "n_out" + itos(node) + "p" + itos(i + 3);
 						code += "	float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
 						outputs[i + 3] = b;
@@ -2098,43 +2070,27 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
 				} break;
 				case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
 					if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
-						if (!new_line_inserted) {
-							code += "\n";
-							new_line_inserted = true;
-						}
 						String r = "n_out" + itos(node) + "p" + itos(i + 1);
 						code += "	float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
 						outputs[i + 1] = r;
 					}
 
 					if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
-						if (!new_line_inserted) {
-							code += "\n";
-							new_line_inserted = true;
-						}
 						String g = "n_out" + itos(node) + "p" + itos(i + 2);
 						code += "	float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
 						outputs[i + 2] = g;
 					}
 
 					if (vsnode->is_output_port_connected(i + 3) || (for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
-						if (!new_line_inserted) {
-							code += "\n";
-							new_line_inserted = true;
-						}
 						String b = "n_out" + itos(node) + "p" + itos(i + 3);
 						code += "	float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
 						outputs[i + 3] = b;
 					}
 
 					if (vsnode->is_output_port_connected(i + 4) || (for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component
-						if (!new_line_inserted) {
-							code += "\n";
-							new_line_inserted = true;
-						}
-						String b = "n_out" + itos(node) + "p" + itos(i + 3);
-						code += "	float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".a;\n";
-						outputs[i + 4] = b;
+						String a = "n_out" + itos(node) + "p" + itos(i + 4);
+						code += "	float " + a + " = n_out" + itos(node) + "p" + itos(i) + ".a;\n";
+						outputs[i + 4] = a;
 					}
 
 					i += 4;
@@ -2145,6 +2101,10 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
 		}
 	}
 
+	if (!node_code.is_empty()) {
+		code += "\n";
+	}
+
 	code += "\n"; //
 	processed.insert(node);
 
@@ -2597,21 +2557,6 @@ void VisualShader::_queue_update() {
 	call_deferred(SNAME("_update_shader"));
 }
 
-void VisualShader::_input_type_changed(Type p_type, int p_id) {
-	ERR_FAIL_INDEX(p_type, TYPE_MAX);
-	//erase connections using this input, as type changed
-	Graph *g = &graph[p_type];
-
-	for (List<Connection>::Element *E = g->connections.front(); E;) {
-		List<Connection>::Element *N = E->next();
-		if (E->get().from_node == p_id) {
-			g->connections.erase(E);
-			g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
-		}
-		E = N;
-	}
-}
-
 void VisualShader::rebuild() {
 	dirty.set();
 	_update_shader();
@@ -2720,12 +2665,10 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
-	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
-	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
-	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" },
-	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
+	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" },
@@ -2741,7 +2684,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
 
 	// Node3D, Fragment
-	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
+	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
@@ -2749,8 +2692,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
-	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
-	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
@@ -2770,7 +2712,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
 
 	// Node3D, Light
-	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
+	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
@@ -2798,8 +2740,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
 	// Canvas Item, Vertex
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
@@ -2807,16 +2748,14 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
 
 	// Canvas Item, Fragment
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
 	{ 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_3D, "color", "COLOR.rgb" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
 	{ 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, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" },
@@ -2826,42 +2765,34 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular_shininess", "SPECULAR_SHININESS.rgb" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
 
 	// Canvas Item, Light
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT.rgb" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR.rgb" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_color_alpha", "LIGHT_COLOR.a" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color", "LIGHT_COLOR" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "shadow", "SHADOW_MODULATE.rgb" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_MODULATE.a" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow", "SHADOW_MODULATE" },
 	{ 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, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular_shininess", "SPECULAR_SHININESS.rgb" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
 
 	// Particles, Start
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
+	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2871,13 +2802,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
 
 	// Particles, Start (Custom)
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
+	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2887,13 +2816,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
 
 	// Particles, Process
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
+	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2903,13 +2830,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
 
 	// Particles, Process (Custom)
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
+	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2921,13 +2846,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+	{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
-	{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
+	{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
 	{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2940,8 +2863,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
 	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
 	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
 	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" },
-	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "half_res_color", "HALF_RES_COLOR.rgb" },
-	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" },
+	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "half_res_color", "HALF_RES_COLOR" },
 	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" },
 	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" },
 	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
@@ -2959,8 +2881,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
 	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
 	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
 	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" },
-	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
-	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" },
+	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" },
 	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
 	{ 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, "sky_coords", "SKY_COORDS" },
@@ -2986,20 +2907,20 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
-	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
+	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
 
 	// Spatial, Fragment
 
-	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
+	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
-	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(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_VECTOR_2D, "screen_uv", "SCREEN_UV" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
@@ -3007,7 +2928,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
 
 	// Spatial, Light
 
-	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
+	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
@@ -3018,25 +2939,25 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
 
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
 
 	// Canvas Item, Fragment
 
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
 	{ 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_3D, "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_VECTOR_2D, "screen_uv", "SCREEN_UV" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
 
 	// Canvas Item, Light
 
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
 	{ 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, "color", "vec3(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_VECTOR_2D, "screen_uv", "SCREEN_UV" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
@@ -3078,7 +2999,7 @@ int VisualShaderNodeInput::get_output_port_count() const {
 }
 
 VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
-	return get_input_type_by_name(input_name);
+	return p_port == 0 ? get_input_type_by_name(input_name) : PORT_TYPE_SCALAR;
 }
 
 String VisualShaderNodeInput::get_output_port_name(int p_port) const {
@@ -3089,6 +3010,22 @@ String VisualShaderNodeInput::get_caption() const {
 	return "Input";
 }
 
+bool VisualShaderNodeInput::is_output_port_expandable(int p_port) const {
+	if (p_port == 0) {
+		switch (get_input_type_by_name(input_name)) {
+			case PORT_TYPE_VECTOR_2D:
+				return true;
+			case PORT_TYPE_VECTOR_3D:
+				return true;
+			case PORT_TYPE_VECTOR_4D:
+				return true;
+			default:
+				return false;
+		}
+	}
+	return false;
+}
+
 String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
 	if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
 		return "";
@@ -3548,8 +3485,7 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
-	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
-	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
 	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_view_matrix", "MODELVIEW_MATRIX" },
@@ -3597,14 +3533,12 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
 	////////////////////////////////////////////////////////////////////////
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
 	////////////////////////////////////////////////////////////////////////
 	// Canvas Item, Fragment.
 	////////////////////////////////////////////////////////////////////////
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal_map", "NORMAL_MAP" },
 	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
@@ -3613,16 +3547,14 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
 	////////////////////////////////////////////////////////////////////////
 	// Canvas Item, Light.
 	////////////////////////////////////////////////////////////////////////
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT.rgb" },
-	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
+	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
 
 	////////////////////////////////////////////////////////////////////////
 	// Sky, Sky.
 	////////////////////////////////////////////////////////////////////////
 	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR" },
 	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
-	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fog", "FOG.rgb" },
-	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "fog_alpha", "FOG.a" },
+	{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fog", "FOG" },
 
 	////////////////////////////////////////////////////////////////////////
 	// Fog, Fog.

+ 1 - 0
scene/resources/visual_shader.h

@@ -448,6 +448,7 @@ public:
 	virtual int get_output_port_count() const override;
 	virtual PortType get_output_port_type(int p_port) const override;
 	virtual String get_output_port_name(int p_port) const override;
+	virtual bool is_output_port_expandable(int p_port) const override;
 
 	virtual String get_caption() const override;
 

+ 110 - 276
scene/resources/visual_shader_nodes.cpp

@@ -296,7 +296,7 @@ int VisualShaderNodeColorConstant::get_input_port_count() const {
 }
 
 VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
-	return PORT_TYPE_VECTOR_3D;
+	return PORT_TYPE_VECTOR_4D;
 }
 
 String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
@@ -304,15 +304,15 @@ String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
 }
 
 int VisualShaderNodeColorConstant::get_output_port_count() const {
-	return 2;
+	return 1;
 }
 
 VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
-	return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
+	return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
 }
 
 String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
-	return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
+	return "";
 }
 
 bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
@@ -323,11 +323,7 @@ bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const
 }
 
 String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
-	String code;
-	code += "	" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
-	code += "	" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
-
-	return code;
+	return "	" + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.r, constant.g, constant.b, constant.a) + ";\n";
 }
 
 void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
@@ -651,21 +647,25 @@ String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
 }
 
 int VisualShaderNodeTexture::get_output_port_count() const {
-	return 2;
+	return 1;
 }
 
 VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
-	if (p_port == 0 && source == SOURCE_DEPTH) {
-		return PORT_TYPE_SCALAR;
+	switch (p_port) {
+		case 0:
+			return PORT_TYPE_VECTOR_4D;
+		default:
+			return PORT_TYPE_SCALAR;
 	}
-	return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
 }
 
 String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
-	if (p_port == 0 && source == SOURCE_DEPTH) {
-		return "depth";
+	switch (p_port) {
+		case 0:
+			return "color";
+		default:
+			return "";
 	}
-	return p_port == 0 ? "rgb" : "alpha";
 }
 
 bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
@@ -722,170 +722,116 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
 		default_uv = "vec2(0.0)";
 	}
 
+	String code;
 	if (source == SOURCE_TEXTURE) {
 		String id = make_unique_id(p_type, p_id, "tex");
-		String code;
 		if (p_input_vars[0].is_empty()) { // Use UV by default.
-
 			if (p_input_vars[1].is_empty()) {
-				code += "	vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
+				code += "	" + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
 			} else {
-				code += "	vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
+				code += "	" + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
 			}
-
 		} else if (p_input_vars[1].is_empty()) {
 			//no lod
-			code += "	vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
+			code += "	" + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
 		} else {
-			code += "	vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+			code += "	" + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
 		}
-
-		code += "	" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
-		code += "	" + p_output_vars[1] + " = " + id + "_read.a;\n";
 		return code;
 	}
 
 	if (source == SOURCE_PORT) {
 		String id = p_input_vars[2];
-
-		String code;
-		code += "	{\n";
 		if (id.is_empty()) {
-			code += "		vec4 " + id + "_tex_read = vec4(0.0);\n";
+			code += "	" + p_output_vars[0] + " = vec4(0.0);\n";
 		} else {
 			if (p_input_vars[0].is_empty()) { // Use UV by default.
-
 				if (p_input_vars[1].is_empty()) {
-					code += "		vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
+					code += "	" + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
 				} else {
-					code += "		vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
+					code += "	" + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
 				}
-
 			} else if (p_input_vars[1].is_empty()) {
 				//no lod
-				code += "		vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
+				code += "	" + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
 			} else {
-				code += "		vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+				code += "	" + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
 			}
-
-			code += "		" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
-			code += "		" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
 		}
-		code += "	}\n";
 		return code;
 	}
 
 	if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
-		String code = "	{\n";
 		if (p_input_vars[0].is_empty() || p_for_preview) { // Use UV by default.
-
 			if (p_input_vars[1].is_empty()) {
-				code += "		vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n";
+				code += "	" + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0);\n";
 			} else {
-				code += "		vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
+				code += "	" + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
 			}
-
 		} else if (p_input_vars[1].is_empty()) {
 			//no lod
-			code += "		vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", 0.0);\n";
+			code += "	" + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", 0.0);\n";
 		} else {
-			code += "		vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+			code += "	" + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
 		}
-
-		code += "		" + p_output_vars[0] + " = _tex_read.rgb;\n";
-		code += "		" + p_output_vars[1] + " = _tex_read.a;\n";
-		code += "	}\n";
 		return code;
 	}
 
 	if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
-		String code = "	{\n";
 		if (p_input_vars[0].is_empty()) { // Use UV by default.
-
 			if (p_input_vars[1].is_empty()) {
-				code += "		vec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n";
+				code += "	" + p_output_vars[0] + " = texture(TEXTURE, " + default_uv + ");\n";
 			} else {
-				code += "		vec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
+				code += "	" + p_output_vars[0] + " = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
 			}
-
 		} else if (p_input_vars[1].is_empty()) {
 			//no lod
-			code += "		vec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ");\n";
+			code += "	" + p_output_vars[0] + " = texture(TEXTURE, " + p_input_vars[0] + ");\n";
 		} else {
-			code += "		vec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+			code += "	" + p_output_vars[0] + " = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
 		}
-
-		code += "		" + p_output_vars[0] + " = _tex_read.rgb;\n";
-		code += "		" + p_output_vars[1] + " = _tex_read.a;\n";
-		code += "	}\n";
 		return code;
 	}
 
 	if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
-		String code = "	{\n";
 		if (p_input_vars[0].is_empty()) { // Use UV by default.
-
 			if (p_input_vars[1].is_empty()) {
-				code += "		vec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
+				code += "	" + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
 			} else {
-				code += "		vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
+				code += "	" + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
 			}
-
 		} else if (p_input_vars[1].is_empty()) {
 			//no lod
-			code += "		vec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
+			code += "	" + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
 		} else {
-			code += "		vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+			code += "	" + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
 		}
-
-		code += "		" + p_output_vars[0] + " = _tex_read.rgb;\n";
-		code += "		" + p_output_vars[1] + " = _tex_read.a;\n";
-		code += "	}\n";
 		return code;
 	}
 
-	if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
-	{
-		if (source == SOURCE_DEPTH) {
-			String code;
-			code += "	" + p_output_vars[0] + " = 0.0;\n";
-			code += "	" + p_output_vars[1] + " = 1.0;\n";
-			return code;
-		}
-	}
-
-	if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
-		String code = "	{\n";
-		if (p_input_vars[0].is_empty()) { // Use UV by default.
-
-			if (p_input_vars[1].is_empty()) {
-				code += "		float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
+	if (source == SOURCE_DEPTH) {
+		if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
+			code += "	{\n";
+			if (p_input_vars[0].is_empty()) { // Use UV by default.
+				if (p_input_vars[1].is_empty()) {
+					code += "		float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
+				} else {
+					code += "		float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
+				}
+			} else if (p_input_vars[1].is_empty()) {
+				//no lod
+				code += "		float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
 			} else {
-				code += "		float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
+				code += "		float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
 			}
 
-		} else if (p_input_vars[1].is_empty()) {
-			//no lod
-			code += "		float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
-		} else {
-			code += "		float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
+			code += "		" + p_output_vars[0] + " = vec4(_depth, _depth, _depth, 1.0);\n";
+			code += "	}\n";
+			return code;
 		}
-
-		code += "		" + p_output_vars[0] + " = _depth;\n";
-		code += "		" + p_output_vars[1] + " = 1.0;\n";
-		code += "	}\n";
-		return code;
-	} else if (source == SOURCE_DEPTH) {
-		String code;
-		code += "	" + p_output_vars[0] + " = 0.0;\n";
-		code += "	" + p_output_vars[1] + " = 1.0;\n";
-		return code;
 	}
 
-	//none
-	String code;
-	code += "	" + p_output_vars[0] + " = vec3(0.0);\n";
-	code += "	" + p_output_vars[1] + " = 1.0;\n";
+	code += "	" + p_output_vars[0] + " = vec4(0.0);\n";
 	return code;
 }
 
@@ -1224,15 +1170,15 @@ String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
 }
 
 int VisualShaderNodeSample3D::get_output_port_count() const {
-	return 2;
+	return 1;
 }
 
 VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
-	return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
+	return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
 }
 
 String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
-	return p_port == 0 ? "rgb" : "alpha";
+	return "color";
 }
 
 bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
@@ -1262,7 +1208,6 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader
 	String code;
 	if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
 		String id;
-		code += "	{\n";
 		if (source == SOURCE_TEXTURE) {
 			id = make_unique_id(p_type, p_id, "tex3d");
 		} else {
@@ -1271,27 +1216,22 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader
 		if (!id.is_empty()) {
 			if (p_input_vars[0].is_empty()) { // Use UV by default.
 				if (p_input_vars[1].is_empty()) {
-					code += "		vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
+					code += "	" + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
 				} else {
-					code += "		vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
+					code += "	" + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
 				}
 			} else if (p_input_vars[1].is_empty()) {
 				//no lod
-				code += "		vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
+				code += "	" + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
 			} else {
-				code += "		vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+				code += "	" + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
 			}
 		} else {
-			code += "		vec4 " + id + "_tex_read = vec4(0.0);\n";
+			code += "	" + p_output_vars[0] + " = vec4(0.0);\n";
 		}
-
-		code += "		" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
-		code += "		" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
-		code += "	}\n";
 		return code;
 	}
-	code += "	" + p_output_vars[0] + " = vec3(0.0);\n";
-	code += "	" + p_output_vars[1] + " = 1.0;\n";
+	code += "	" + p_output_vars[0] + " = vec4(0.0);\n";
 	return code;
 }
 
@@ -1489,15 +1429,15 @@ String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
 }
 
 int VisualShaderNodeCubemap::get_output_port_count() const {
-	return 2;
+	return 1;
 }
 
 VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
-	return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
+	return PORT_TYPE_VECTOR_4D;
 }
 
 String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
-	return p_port == 0 ? "rgb" : "alpha";
+	return "color";
 }
 
 bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
@@ -1551,37 +1491,28 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader:
 	} else if (source == SOURCE_PORT) {
 		id = p_input_vars[2];
 	} else {
-		return String();
+		return code;
 	}
 
-	code += "	{\n";
-
 	if (id.is_empty()) {
-		code += "		vec4 " + id + "_read = vec4(0.0);\n";
-		code += "		" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
-		code += "		" + p_output_vars[1] + " = " + id + "_read.a;\n";
-		code += "	}\n";
+		code += "	" + p_output_vars[0] + " = vec4(0.0);\n";
 		return code;
 	}
 
 	if (p_input_vars[0].is_empty()) { // Use UV by default.
 
 		if (p_input_vars[1].is_empty()) {
-			code += "		vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
+			code += "	" + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
 		} else {
-			code += "		vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n";
+			code += "	" + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
 		}
 
 	} else if (p_input_vars[1].is_empty()) {
 		//no lod
-		code += "		vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
+		code += "	" + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
 	} else {
-		code += "		vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+		code += "	" + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
 	}
-	code += "		" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
-	code += "		" + p_output_vars[1] + " = " + id + "_read.a;\n";
-	code += "	}\n";
-
 	return code;
 }
 
@@ -5680,28 +5611,24 @@ String VisualShaderNodeTextureUniform::get_caption() const {
 }
 
 int VisualShaderNodeTextureUniform::get_input_port_count() const {
-	return 2;
+	return 0;
 }
 
 VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
-	return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
+	return PORT_TYPE_SCALAR;
 }
 
 String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
-	return p_port == 0 ? "uv" : "lod";
+	return "";
 }
 
 int VisualShaderNodeTextureUniform::get_output_port_count() const {
-	return 3;
+	return 1;
 }
 
 VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
 	switch (p_port) {
 		case 0:
-			return PORT_TYPE_VECTOR_3D;
-		case 1:
-			return PORT_TYPE_SCALAR;
-		case 2:
 			return PORT_TYPE_SAMPLER;
 		default:
 			return PORT_TYPE_SCALAR;
@@ -5711,10 +5638,6 @@ VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_out
 String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
 	switch (p_port) {
 		case 0:
-			return "rgb";
-		case 1:
-			return "alpha";
-		case 2:
 			return "sampler2D";
 		default:
 			return "";
@@ -5825,37 +5748,8 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu
 	return code;
 }
 
-bool VisualShaderNodeTextureUniform::is_code_generated() const {
-	return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha
-}
-
 String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
-	String default_uv;
-	if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
-		default_uv = "UV";
-	} else {
-		default_uv = "vec2(0.0)";
-	}
-
-	String id = get_uniform_name();
-	String code = "	{\n";
-	if (p_input_vars[0].is_empty()) { // Use UV by default.
-		if (p_input_vars[1].is_empty()) {
-			code += "		vec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n";
-		} else {
-			code += "		vec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
-		}
-	} else if (p_input_vars[1].is_empty()) {
-		//no lod
-		code += "		vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
-	} else {
-		code += "		vec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
-	}
-
-	code += "		" + p_output_vars[0] + " = n_tex_read.rgb;\n";
-	code += "		" + p_output_vars[1] + " = n_tex_read.a;\n";
-	code += "	}\n";
-	return code;
+	return "";
 }
 
 void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) {
@@ -5977,15 +5871,6 @@ void VisualShaderNodeTextureUniform::_bind_methods() {
 	BIND_ENUM_CONSTANT(REPEAT_MAX);
 }
 
-bool VisualShaderNodeTextureUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
-	if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
-		if (p_port == 0) {
-			return true;
-		}
-	}
-	return false;
-}
-
 bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
 	switch (p_qual) {
 		case Qualifier::QUAL_NONE:
@@ -6005,7 +5890,6 @@ bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
 }
 
 VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
-	simple_decl = false;
 }
 
 ////////////// Texture Uniform (Triplanar)
@@ -6018,7 +5902,7 @@ int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
 	return 2;
 }
 
-VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
+VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
 	if (p_port == 0 || p_port == 1) {
 		return PORT_TYPE_VECTOR_3D;
 	}
@@ -6034,6 +5918,32 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port)
 	return "";
 }
 
+int VisualShaderNodeTextureUniformTriplanar::get_output_port_count() const {
+	return 2;
+}
+
+VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_output_port_type(int p_port) const {
+	switch (p_port) {
+		case 0:
+			return PORT_TYPE_VECTOR_4D;
+		case 1:
+			return PORT_TYPE_SAMPLER;
+		default:
+			return PORT_TYPE_SCALAR;
+	}
+}
+
+String VisualShaderNodeTextureUniformTriplanar::get_output_port_name(int p_port) const {
+	switch (p_port) {
+		case 0:
+			return "color";
+		case 1:
+			return "sampler2D";
+		default:
+			return "";
+	}
+}
+
 String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
 	String code;
 
@@ -6074,22 +5984,18 @@ String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader:
 
 String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
 	String id = get_uniform_name();
-	String code = "	{\n";
 
+	String code;
 	if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
-		code += "		vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
+		code += "	" + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
 	} else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
-		code += "		vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
+		code += "	" + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
 	} else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) {
-		code += "		vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
+		code += "	" + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
 	} else {
-		code += "		vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+		code += "	" + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
 	}
 
-	code += "		" + p_output_vars[0] + " = n_tex_read.rgb;\n";
-	code += "		" + p_output_vars[1] + " = n_tex_read.a;\n";
-	code += "	}\n";
-
 	return code;
 }
 
@@ -6111,34 +6017,10 @@ String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
 	return "Texture2DArrayUniform";
 }
 
-int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
-	return 1;
-}
-
-VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
-	return PORT_TYPE_SAMPLER;
-}
-
 String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
 	return "sampler2DArray";
 }
 
-int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
-	return 0;
-}
-
-VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
-	return PORT_TYPE_SCALAR;
-}
-
-String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
-	return "";
-}
-
-bool VisualShaderNodeTexture2DArrayUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
-	return false;
-}
-
 String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
 	String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
 
@@ -6184,34 +6066,10 @@ String VisualShaderNodeTexture3DUniform::get_caption() const {
 	return "Texture3DUniform";
 }
 
-int VisualShaderNodeTexture3DUniform::get_output_port_count() const {
-	return 1;
-}
-
-VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_output_port_type(int p_port) const {
-	return PORT_TYPE_SAMPLER;
-}
-
 String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
 	return "sampler3D";
 }
 
-int VisualShaderNodeTexture3DUniform::get_input_port_count() const {
-	return 0;
-}
-
-VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_input_port_type(int p_port) const {
-	return PORT_TYPE_SCALAR;
-}
-
-String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const {
-	return "";
-}
-
-bool VisualShaderNodeTexture3DUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
-	return false;
-}
-
 String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
 	String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
 
@@ -6257,34 +6115,10 @@ String VisualShaderNodeCubemapUniform::get_caption() const {
 	return "CubemapUniform";
 }
 
-int VisualShaderNodeCubemapUniform::get_output_port_count() const {
-	return 1;
-}
-
-VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_output_port_type(int p_port) const {
-	return PORT_TYPE_SAMPLER;
-}
-
 String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
 	return "samplerCube";
 }
 
-int VisualShaderNodeCubemapUniform::get_input_port_count() const {
-	return 0;
-}
-
-VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_input_port_type(int p_port) const {
-	return PORT_TYPE_SCALAR;
-}
-
-String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
-	return "";
-}
-
-bool VisualShaderNodeCubemapUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
-	return false;
-}
-
 String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
 	String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
 

+ 4 - 26
scene/resources/visual_shader_nodes.h

@@ -2166,7 +2166,6 @@ public:
 	virtual int get_input_port_count() const override;
 	virtual PortType get_input_port_type(int p_port) const override;
 	virtual String get_input_port_name(int p_port) const override;
-	virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
 
 	virtual int get_output_port_count() const override;
 	virtual PortType get_output_port_type(int p_port) const override;
@@ -2177,7 +2176,6 @@ public:
 
 	virtual Map<StringName, String> get_editable_properties_names() const override;
 	virtual bool is_show_prop_names() const override;
-	virtual bool is_code_generated() const override;
 
 	Vector<StringName> get_editable_properties() const override;
 
@@ -2216,6 +2214,10 @@ public:
 	virtual PortType get_input_port_type(int p_port) const override;
 	virtual String get_input_port_name(int p_port) const override;
 
+	virtual int get_output_port_count() const override;
+	virtual PortType get_output_port_type(int p_port) const override;
+	virtual String get_output_port_name(int p_port) const override;
+
 	virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
 
 	virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
@@ -2232,16 +2234,8 @@ class VisualShaderNodeTexture2DArrayUniform : public VisualShaderNodeTextureUnif
 
 public:
 	virtual String get_caption() const override;
-
-	virtual int get_input_port_count() const override;
-	virtual PortType get_input_port_type(int p_port) const override;
-	virtual String get_input_port_name(int p_port) const override;
-
-	virtual int get_output_port_count() const override;
-	virtual PortType get_output_port_type(int p_port) const override;
 	virtual String get_output_port_name(int p_port) const override;
 
-	virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
 	virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
 	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
 
@@ -2255,16 +2249,8 @@ class VisualShaderNodeTexture3DUniform : public VisualShaderNodeTextureUniform {
 
 public:
 	virtual String get_caption() const override;
-
-	virtual int get_input_port_count() const override;
-	virtual PortType get_input_port_type(int p_port) const override;
-	virtual String get_input_port_name(int p_port) const override;
-
-	virtual int get_output_port_count() const override;
-	virtual PortType get_output_port_type(int p_port) const override;
 	virtual String get_output_port_name(int p_port) const override;
 
-	virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
 	virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
 	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
 
@@ -2278,16 +2264,8 @@ class VisualShaderNodeCubemapUniform : public VisualShaderNodeTextureUniform {
 
 public:
 	virtual String get_caption() const override;
-
-	virtual int get_input_port_count() const override;
-	virtual PortType get_input_port_type(int p_port) const override;
-	virtual String get_input_port_name(int p_port) const override;
-
-	virtual int get_output_port_count() const override;
-	virtual PortType get_output_port_type(int p_port) const override;
 	virtual String get_output_port_name(int p_port) const override;
 
-	virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
 	virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
 	virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;