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Docs for some nodes in visual shader

Fix typo in `VisualShaderNodeCompare.ComparisonType` name.
Yuri Roubinsky 5 years ago
parent
commit
ce43c92208

+ 6 - 0
doc/classes/VisualShaderNode.xml

@@ -11,6 +11,7 @@
 			<return type="Array">
 			<return type="Array">
 			</return>
 			</return>
 			<description>
 			<description>
+				Returns an [Array] containing default values for all of the input ports of the node in the form [code][index0, value0, index1, value1, ...][/code].
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="get_input_port_default_value" qualifiers="const">
 		<method name="get_input_port_default_value" qualifiers="const">
@@ -19,6 +20,7 @@
 			<argument index="0" name="port" type="int">
 			<argument index="0" name="port" type="int">
 			</argument>
 			</argument>
 			<description>
 			<description>
+				Returns the default value of the input [code]port[/code].
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="set_default_input_values">
 		<method name="set_default_input_values">
@@ -27,6 +29,7 @@
 			<argument index="0" name="values" type="Array">
 			<argument index="0" name="values" type="Array">
 			</argument>
 			</argument>
 			<description>
 			<description>
+				Sets the default input ports values using an [Array] of the form [code][index0, value0, index1, value1, ...][/code]. For example: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code].
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="set_input_port_default_value">
 		<method name="set_input_port_default_value">
@@ -37,16 +40,19 @@
 			<argument index="1" name="value" type="Variant">
 			<argument index="1" name="value" type="Variant">
 			</argument>
 			</argument>
 			<description>
 			<description>
+				Sets the default value for the selected input [code]port[/code].
 			</description>
 			</description>
 		</method>
 		</method>
 	</methods>
 	</methods>
 	<members>
 	<members>
 		<member name="output_port_for_preview" type="int" setter="set_output_port_for_preview" getter="get_output_port_for_preview" default="-1">
 		<member name="output_port_for_preview" type="int" setter="set_output_port_for_preview" getter="get_output_port_for_preview" default="-1">
+			Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview.
 		</member>
 		</member>
 	</members>
 	</members>
 	<signals>
 	<signals>
 		<signal name="editor_refresh_request">
 		<signal name="editor_refresh_request">
 			<description>
 			<description>
+				Emitted when the node requests an editor refresh. Currently called only in setter of [member VisualShaderNodeTexture.source], [VisualShaderNodeTexture], and [VisualShaderNodeCubeMap] (and their derivatives).
 			</description>
 			</description>
 		</signal>
 		</signal>
 	</signals>
 	</signals>

+ 4 - 0
doc/classes/VisualShaderNodeBooleanConstant.xml

@@ -1,8 +1,11 @@
 <?xml version="1.0" encoding="UTF-8" ?>
 <?xml version="1.0" encoding="UTF-8" ?>
 <class name="VisualShaderNodeBooleanConstant" inherits="VisualShaderNode" category="Core" version="3.2">
 <class name="VisualShaderNodeBooleanConstant" inherits="VisualShaderNode" category="Core" version="3.2">
 	<brief_description>
 	<brief_description>
+		A boolean constant to be used within the visual shader graph.
 	</brief_description>
 	</brief_description>
 	<description>
 	<description>
+		Has only one output port and no inputs.
+		Translated to [code]bool[/code] in the shader language.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
 	</tutorials>
 	</tutorials>
@@ -10,6 +13,7 @@
 	</methods>
 	</methods>
 	<members>
 	<members>
 		<member name="constant" type="bool" setter="set_constant" getter="get_constant" default="false">
 		<member name="constant" type="bool" setter="set_constant" getter="get_constant" default="false">
+			A boolean constant which represents a state of this node.
 		</member>
 		</member>
 	</members>
 	</members>
 	<constants>
 	<constants>

+ 2 - 0
doc/classes/VisualShaderNodeBooleanUniform.xml

@@ -1,8 +1,10 @@
 <?xml version="1.0" encoding="UTF-8" ?>
 <?xml version="1.0" encoding="UTF-8" ?>
 <class name="VisualShaderNodeBooleanUniform" inherits="VisualShaderNodeUniform" category="Core" version="3.2">
 <class name="VisualShaderNodeBooleanUniform" inherits="VisualShaderNodeUniform" category="Core" version="3.2">
 	<brief_description>
 	<brief_description>
+		A boolean uniform to be used within the visual shader graph.
 	</brief_description>
 	</brief_description>
 	<description>
 	<description>
+		Translated to [code]uniform bool[/code] in the shader language.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
 	</tutorials>
 	</tutorials>

+ 4 - 0
doc/classes/VisualShaderNodeColorConstant.xml

@@ -1,8 +1,11 @@
 <?xml version="1.0" encoding="UTF-8" ?>
 <?xml version="1.0" encoding="UTF-8" ?>
 <class name="VisualShaderNodeColorConstant" inherits="VisualShaderNode" category="Core" version="3.2">
 <class name="VisualShaderNodeColorConstant" inherits="VisualShaderNode" category="Core" version="3.2">
 	<brief_description>
 	<brief_description>
+		A [Color] constant to be used within the visual shader graph.
 	</brief_description>
 	</brief_description>
 	<description>
 	<description>
+		Has two output ports representing RGB and alpha channels of [Color].
+		Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the shader language.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
 	</tutorials>
 	</tutorials>
@@ -10,6 +13,7 @@
 	</methods>
 	</methods>
 	<members>
 	<members>
 		<member name="constant" type="Color" setter="set_constant" getter="get_constant" default="Color( 1, 1, 1, 1 )">
 		<member name="constant" type="Color" setter="set_constant" getter="get_constant" default="Color( 1, 1, 1, 1 )">
+			A [Color] constant which represents a state of this node.
 		</member>
 		</member>
 	</members>
 	</members>
 	<constants>
 	<constants>

+ 19 - 0
doc/classes/VisualShaderNodeColorFunc.xml

@@ -1,8 +1,10 @@
 <?xml version="1.0" encoding="UTF-8" ?>
 <?xml version="1.0" encoding="UTF-8" ?>
 <class name="VisualShaderNodeColorFunc" inherits="VisualShaderNode" category="Core" version="3.2">
 <class name="VisualShaderNodeColorFunc" inherits="VisualShaderNode" category="Core" version="3.2">
 	<brief_description>
 	<brief_description>
+		A [Color] function to be used within the visual shader graph.
 	</brief_description>
 	</brief_description>
 	<description>
 	<description>
+		Accept a [Color] to the input port and transform it according to [member function].
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
 	</tutorials>
 	</tutorials>
@@ -10,12 +12,29 @@
 	</methods>
 	</methods>
 	<members>
 	<members>
 		<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeColorFunc.Function" default="0">
 		<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeColorFunc.Function" default="0">
+			A function to be applied to the input color. See [enum Function] for options.
 		</member>
 		</member>
 	</members>
 	</members>
 	<constants>
 	<constants>
 		<constant name="FUNC_GRAYSCALE" value="0" enum="Function">
 		<constant name="FUNC_GRAYSCALE" value="0" enum="Function">
+			Converts the color to grayscale using the following formula:
+			[codeblock]
+			vec3 c = input;
+			float max1 = max(c.r, c.g);
+			float max2 = max(max1, c.b);
+			float max3 = max(max1, max2);
+			return vec3(max3, max3, max3);
+			[/codeblock]
 		</constant>
 		</constant>
 		<constant name="FUNC_SEPIA" value="1" enum="Function">
 		<constant name="FUNC_SEPIA" value="1" enum="Function">
+			Applies sepia tone effect using the following formula:
+			[codeblock]
+			vec3 c = input;
+			float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);
+			float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);
+			float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);
+			return vec3(r, g, b);
+			[/codeblock]
 		</constant>
 		</constant>
 	</constants>
 	</constants>
 </class>
 </class>

+ 63 - 0
doc/classes/VisualShaderNodeColorOp.xml

@@ -1,8 +1,10 @@
 <?xml version="1.0" encoding="UTF-8" ?>
 <?xml version="1.0" encoding="UTF-8" ?>
 <class name="VisualShaderNodeColorOp" inherits="VisualShaderNode" category="Core" version="3.2">
 <class name="VisualShaderNodeColorOp" inherits="VisualShaderNode" category="Core" version="3.2">
 	<brief_description>
 	<brief_description>
+		A [Color] operator to be used within the visual shader graph.
 	</brief_description>
 	</brief_description>
 	<description>
 	<description>
+		Applies [member operator] to two color inputs.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
 	</tutorials>
 	</tutorials>
@@ -10,26 +12,87 @@
 	</methods>
 	</methods>
 	<members>
 	<members>
 		<member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeColorOp.Operator" default="0">
 		<member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeColorOp.Operator" default="0">
+			An operator to be applied to the inputs. See [enum Operator] for options.
 		</member>
 		</member>
 	</members>
 	</members>
 	<constants>
 	<constants>
 		<constant name="OP_SCREEN" value="0" enum="Operator">
 		<constant name="OP_SCREEN" value="0" enum="Operator">
+			Produce a screen effect with the following formula:
+			[codeblock]
+			result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
+			[/codeblock]
 		</constant>
 		</constant>
 		<constant name="OP_DIFFERENCE" value="1" enum="Operator">
 		<constant name="OP_DIFFERENCE" value="1" enum="Operator">
+			Produce a difference effect with the following formula:
+			[codeblock]
+			result = abs(a - b);
+			[/codeblock]
 		</constant>
 		</constant>
 		<constant name="OP_DARKEN" value="2" enum="Operator">
 		<constant name="OP_DARKEN" value="2" enum="Operator">
+			Produce a darken effect with the following formula:
+			[codeblock]
+			result = min(a, b);
+			[/codeblock]
 		</constant>
 		</constant>
 		<constant name="OP_LIGHTEN" value="3" enum="Operator">
 		<constant name="OP_LIGHTEN" value="3" enum="Operator">
+			Produce a lighten effect with the following formula:
+			[codeblock]
+			result = max(a, b);
+			[/codeblock]
 		</constant>
 		</constant>
 		<constant name="OP_OVERLAY" value="4" enum="Operator">
 		<constant name="OP_OVERLAY" value="4" enum="Operator">
+			Produce an overlay effect with the following formula:
+			[codeblock]
+			for (int i = 0; i &lt; 3; i++) {
+			    float base = a[i];
+			    float blend = b[i];
+			    if (base &lt; 0.5) {
+			        result[i] = 2.0 * base * blend;
+			    } else {
+			        result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
+			    }
+			}
+			[/codeblock]
 		</constant>
 		</constant>
 		<constant name="OP_DODGE" value="5" enum="Operator">
 		<constant name="OP_DODGE" value="5" enum="Operator">
+			Produce a dodge effect with the following formula:
+			[codeblock]
+			result = a / (vec3(1.0) - b);
+			[/codeblock]
 		</constant>
 		</constant>
 		<constant name="OP_BURN" value="6" enum="Operator">
 		<constant name="OP_BURN" value="6" enum="Operator">
+			Produce a burn effect with the following formula:
+			[codeblock]
+			result = vec3(1.0) - (vec3(1.0) - a) / b;
+			[/codeblock]
 		</constant>
 		</constant>
 		<constant name="OP_SOFT_LIGHT" value="7" enum="Operator">
 		<constant name="OP_SOFT_LIGHT" value="7" enum="Operator">
+			Produce a soft light effect with the following formula:
+			[codeblock]
+			for (int i = 0; i &lt; 3; i++) {
+			    float base = a[i];
+			    float blend = b[i];
+			    if (base &lt; 0.5) {
+			        result[i] = base * (blend + 0.5);
+			    } else {
+			        result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
+			    }
+			}
+			[/codeblock]
 		</constant>
 		</constant>
 		<constant name="OP_HARD_LIGHT" value="8" enum="Operator">
 		<constant name="OP_HARD_LIGHT" value="8" enum="Operator">
+			Produce a hard light effect with the following formula:
+			[codeblock]
+			for (int i = 0; i &lt; 3; i++) {
+			    float base = a[i];
+			    float blend = b[i];
+			    if (base &lt; 0.5) {
+			        result[i] = base * (2.0 * blend);
+			    } else {
+			        result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
+			    }
+			}
+			[/codeblock]
 		</constant>
 		</constant>
 	</constants>
 	</constants>
 </class>
 </class>

+ 2 - 0
doc/classes/VisualShaderNodeColorUniform.xml

@@ -1,8 +1,10 @@
 <?xml version="1.0" encoding="UTF-8" ?>
 <?xml version="1.0" encoding="UTF-8" ?>
 <class name="VisualShaderNodeColorUniform" inherits="VisualShaderNodeUniform" category="Core" version="3.2">
 <class name="VisualShaderNodeColorUniform" inherits="VisualShaderNodeUniform" category="Core" version="3.2">
 	<brief_description>
 	<brief_description>
+		A [Color] uniform to be used within the visual shader graph.
 	</brief_description>
 	</brief_description>
 	<description>
 	<description>
+		Translated to [code]uniform vec4[/code] in the shader language.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
 	</tutorials>
 	</tutorials>

+ 22 - 5
doc/classes/VisualShaderNodeCompare.xml

@@ -1,8 +1,10 @@
 <?xml version="1.0" encoding="UTF-8" ?>
 <?xml version="1.0" encoding="UTF-8" ?>
 <class name="VisualShaderNodeCompare" inherits="VisualShaderNode" category="Core" version="3.2">
 <class name="VisualShaderNodeCompare" inherits="VisualShaderNode" category="Core" version="3.2">
 	<brief_description>
 	<brief_description>
+		A comparison function for common types within the visual shader graph.
 	</brief_description>
 	</brief_description>
 	<description>
 	<description>
+		Compares [code]a[/code] and [code]b[/code] of [member type] by [member function]. Returns a boolean scalar. Translates to [code]if[/code] instruction in shader code.
 	</description>
 	</description>
 	<tutorials>
 	<tutorials>
 	</tutorials>
 	</tutorials>
@@ -10,36 +12,51 @@
 	</methods>
 	</methods>
 	<members>
 	<members>
 		<member name="condition" type="int" setter="set_condition" getter="get_condition" enum="VisualShaderNodeCompare.Condition" default="0">
 		<member name="condition" type="int" setter="set_condition" getter="get_condition" enum="VisualShaderNodeCompare.Condition" default="0">
+			Extra condition which is applied if [member type] is set to [constant CTYPE_VECTOR].
 		</member>
 		</member>
 		<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeCompare.Function" default="0">
 		<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeCompare.Function" default="0">
+			A comparison function. See [enum Function] for options.
 		</member>
 		</member>
-		<member name="type" type="int" setter="set_comparsion_type" getter="get_comparsion_type" enum="VisualShaderNodeCompare.ComparsionType" default="0">
+		<member name="type" type="int" setter="set_comparison_type" getter="get_comparison_type" enum="VisualShaderNodeCompare.ComparisonType" default="0">
+			The type to be used in the comparison. See [enum ComparisonType] for options.
 		</member>
 		</member>
 	</members>
 	</members>
 	<constants>
 	<constants>
-		<constant name="CTYPE_SCALAR" value="0" enum="ComparsionType">
+		<constant name="CTYPE_SCALAR" value="0" enum="ComparisonType">
+			A floating-point scalar.
 		</constant>
 		</constant>
-		<constant name="CTYPE_VECTOR" value="1" enum="ComparsionType">
+		<constant name="CTYPE_VECTOR" value="1" enum="ComparisonType">
+			A 3D vector type.
 		</constant>
 		</constant>
-		<constant name="CTYPE_BOOLEAN" value="2" enum="ComparsionType">
+		<constant name="CTYPE_BOOLEAN" value="2" enum="ComparisonType">
+			A boolean type.
 		</constant>
 		</constant>
-		<constant name="CTYPE_TRANSFORM" value="3" enum="ComparsionType">
+		<constant name="CTYPE_TRANSFORM" value="3" enum="ComparisonType">
+			A transform ([code]mat4[/code]) type.
 		</constant>
 		</constant>
 		<constant name="FUNC_EQUAL" value="0" enum="Function">
 		<constant name="FUNC_EQUAL" value="0" enum="Function">
+			Comparison for equality ([code]a == b[/code]).
 		</constant>
 		</constant>
 		<constant name="FUNC_NOT_EQUAL" value="1" enum="Function">
 		<constant name="FUNC_NOT_EQUAL" value="1" enum="Function">
+			Comparison for inequality ([code]a != b[/code]).
 		</constant>
 		</constant>
 		<constant name="FUNC_GREATER_THAN" value="2" enum="Function">
 		<constant name="FUNC_GREATER_THAN" value="2" enum="Function">
+			Comparison for greater than ([code]a &gt; b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
 		</constant>
 		</constant>
 		<constant name="FUNC_GREATER_THAN_EQUAL" value="3" enum="Function">
 		<constant name="FUNC_GREATER_THAN_EQUAL" value="3" enum="Function">
+			Comparison for greater than or equal ([code]a &gt;= b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
 		</constant>
 		</constant>
 		<constant name="FUNC_LESS_THAN" value="4" enum="Function">
 		<constant name="FUNC_LESS_THAN" value="4" enum="Function">
+			Comparison for less than ([code]a &lt; b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
 		</constant>
 		</constant>
 		<constant name="FUNC_LESS_THAN_EQUAL" value="5" enum="Function">
 		<constant name="FUNC_LESS_THAN_EQUAL" value="5" enum="Function">
+			Comparison for less than or equal ([code]a &lt; b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
 		</constant>
 		</constant>
 		<constant name="COND_ALL" value="0" enum="Condition">
 		<constant name="COND_ALL" value="0" enum="Condition">
+			The result will be true if all of component in vector satisfy the comparison condition.
 		</constant>
 		</constant>
 		<constant name="COND_ANY" value="1" enum="Condition">
 		<constant name="COND_ANY" value="1" enum="Condition">
+			The result will be true if any of component in vector satisfy the comparison condition.
 		</constant>
 		</constant>
 	</constants>
 	</constants>
 </class>
 </class>

+ 5 - 5
scene/resources/visual_shader_nodes.cpp

@@ -3929,7 +3929,7 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader:
 	return code;
 	return code;
 }
 }
 
 
-void VisualShaderNodeCompare::set_comparsion_type(ComparsionType p_type) {
+void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_type) {
 
 
 	ctype = p_type;
 	ctype = p_type;
 
 
@@ -3954,7 +3954,7 @@ void VisualShaderNodeCompare::set_comparsion_type(ComparsionType p_type) {
 	emit_changed();
 	emit_changed();
 }
 }
 
 
-VisualShaderNodeCompare::ComparsionType VisualShaderNodeCompare::get_comparsion_type() const {
+VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
 
 
 	return ctype;
 	return ctype;
 }
 }
@@ -3992,8 +3992,8 @@ Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
 
 
 void VisualShaderNodeCompare::_bind_methods() {
 void VisualShaderNodeCompare::_bind_methods() {
 
 
-	ClassDB::bind_method(D_METHOD("set_comparsion_type", "type"), &VisualShaderNodeCompare::set_comparsion_type);
-	ClassDB::bind_method(D_METHOD("get_comparsion_type"), &VisualShaderNodeCompare::get_comparsion_type);
+	ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
+	ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
 
 
 	ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
 	ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
 	ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
 	ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
@@ -4001,7 +4001,7 @@ void VisualShaderNodeCompare::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
 	ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
 	ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
 	ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
 
 
-	ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Scalar,Vector,Boolean,Transform"), "set_comparsion_type", "get_comparsion_type");
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Scalar,Vector,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
 
 

+ 5 - 5
scene/resources/visual_shader_nodes.h

@@ -1635,7 +1635,7 @@ class VisualShaderNodeCompare : public VisualShaderNode {
 	GDCLASS(VisualShaderNodeCompare, VisualShaderNode);
 	GDCLASS(VisualShaderNodeCompare, VisualShaderNode);
 
 
 public:
 public:
-	enum ComparsionType {
+	enum ComparisonType {
 		CTYPE_SCALAR,
 		CTYPE_SCALAR,
 		CTYPE_VECTOR,
 		CTYPE_VECTOR,
 		CTYPE_BOOLEAN,
 		CTYPE_BOOLEAN,
@@ -1657,7 +1657,7 @@ public:
 	};
 	};
 
 
 protected:
 protected:
-	ComparsionType ctype;
+	ComparisonType ctype;
 	Function func;
 	Function func;
 	Condition condition;
 	Condition condition;
 
 
@@ -1677,8 +1677,8 @@ public:
 
 
 	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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
 	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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
 
 
-	void set_comparsion_type(ComparsionType p_type);
-	ComparsionType get_comparsion_type() const;
+	void set_comparison_type(ComparisonType p_type);
+	ComparisonType get_comparison_type() const;
 
 
 	void set_function(Function p_func);
 	void set_function(Function p_func);
 	Function get_function() const;
 	Function get_function() const;
@@ -1692,7 +1692,7 @@ public:
 	VisualShaderNodeCompare();
 	VisualShaderNodeCompare();
 };
 };
 
 
-VARIANT_ENUM_CAST(VisualShaderNodeCompare::ComparsionType)
+VARIANT_ENUM_CAST(VisualShaderNodeCompare::ComparisonType)
 VARIANT_ENUM_CAST(VisualShaderNodeCompare::Function)
 VARIANT_ENUM_CAST(VisualShaderNodeCompare::Function)
 VARIANT_ENUM_CAST(VisualShaderNodeCompare::Condition)
 VARIANT_ENUM_CAST(VisualShaderNodeCompare::Condition)