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@@ -1636,10 +1636,14 @@ String VisualShaderNodeLinearSceneDepth::get_output_port_name(int p_port) const
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return "linear depth";
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return "linear depth";
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}
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}
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+bool VisualShaderNodeLinearSceneDepth::has_output_port_preview(int p_port) const {
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+ return false;
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+}
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+
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String VisualShaderNodeLinearSceneDepth::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 {
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String VisualShaderNodeLinearSceneDepth::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 {
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String code;
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String code;
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- code += " float _log_depth = texture(DEPTH_TEXTURE, SCREEN_UV).x;\n";
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+ code += " float _log_depth = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).x;\n";
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code += " vec3 _depth_ndc = vec3(SCREEN_UV * 2.0 - 1.0, _log_depth);\n";
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code += " vec3 _depth_ndc = vec3(SCREEN_UV * 2.0 - 1.0, _log_depth);\n";
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code += " vec4 _depth_view = INV_PROJECTION_MATRIX * vec4(_depth_ndc, 1.0);\n";
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code += " vec4 _depth_view = INV_PROJECTION_MATRIX * vec4(_depth_ndc, 1.0);\n";
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code += " _depth_view.xyz /= _depth_view.w;";
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code += " _depth_view.xyz /= _depth_view.w;";
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@@ -7194,6 +7198,10 @@ String VisualShaderNodeDistanceFade::get_output_port_name(int p_port) const {
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return "amount";
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return "amount";
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}
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}
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+bool VisualShaderNodeDistanceFade::has_output_port_preview(int p_port) const {
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+ return false;
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+}
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+
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String VisualShaderNodeDistanceFade::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 {
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String VisualShaderNodeDistanceFade::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 {
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String code;
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String code;
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code += vformat(" %s = clamp(smoothstep(%s, %s,-VERTEX.z),0.0,1.0);\n", p_output_vars[0], p_input_vars[0], p_input_vars[1]);
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code += vformat(" %s = clamp(smoothstep(%s, %s,-VERTEX.z),0.0,1.0);\n", p_output_vars[0], p_input_vars[0], p_input_vars[1]);
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@@ -7235,6 +7243,10 @@ String VisualShaderNodeProximityFade::get_output_port_name(int p_port) const {
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return "fade";
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return "fade";
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}
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}
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+bool VisualShaderNodeProximityFade::has_output_port_preview(int p_port) const {
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+ return false;
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+}
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+
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String VisualShaderNodeProximityFade::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 {
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String VisualShaderNodeProximityFade::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 {
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String code;
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String code;
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