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Visual Shader: Add vector operations to Remap node

tetrapod00 10 hónapja
szülő
commit
eb5a9c3b33

+ 30 - 0
doc/classes/VisualShaderNodeRemap.xml

@@ -8,4 +8,34 @@
 	</description>
 	<tutorials>
 	</tutorials>
+	<members>
+		<member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeRemap.OpType" default="0">
+		</member>
+	</members>
+	<constants>
+		<constant name="OP_TYPE_SCALAR" value="0" enum="OpType">
+			A floating-point scalar type.
+		</constant>
+		<constant name="OP_TYPE_VECTOR_2D" value="1" enum="OpType">
+			A 2D vector type.
+		</constant>
+		<constant name="OP_TYPE_VECTOR_2D_SCALAR" value="2" enum="OpType">
+			The [code]value[/code] port uses a 2D vector type, while the [code]input min[/code], [code]input max[/code], [code]output min[/code], and [code]output max[/code] ports use a floating-point scalar type.
+		</constant>
+		<constant name="OP_TYPE_VECTOR_3D" value="3" enum="OpType">
+			A 3D vector type.
+		</constant>
+		<constant name="OP_TYPE_VECTOR_3D_SCALAR" value="4" enum="OpType">
+			The [code]value[/code] port uses a 3D vector type, while the [code]input min[/code], [code]input max[/code], [code]output min[/code], and [code]output max[/code] ports use a floating-point scalar type.
+		</constant>
+		<constant name="OP_TYPE_VECTOR_4D" value="5" enum="OpType">
+			A 4D vector type.
+		</constant>
+		<constant name="OP_TYPE_VECTOR_4D_SCALAR" value="6" enum="OpType">
+			The [code]value[/code] port uses a 4D vector type, while the [code]input min[/code], [code]input max[/code], [code]output min[/code], and [code]output max[/code] ports use a floating-point scalar type.
+		</constant>
+		<constant name="OP_TYPE_MAX" value="7" enum="OpType">
+			Represents the size of the [enum OpType] enum.
+		</constant>
+	</constants>
 </class>

+ 17 - 1
editor/plugins/visual_shader_editor_plugin.cpp

@@ -3600,6 +3600,16 @@ void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, const Vector<Vari
 			fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)(int)p_ops[0]);
 		}
 	}
+
+	// REMAP
+	{
+		VisualShaderNodeRemap *remap_func = Object::cast_to<VisualShaderNodeRemap>(p_node);
+
+		if (remap_func) {
+			ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
+			remap_func->set_op_type((VisualShaderNodeRemap::OpType)(int)p_ops[0]);
+		}
+	}
 }
 
 void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, const String &p_resource_path, int p_node_idx) {
@@ -7089,6 +7099,7 @@ VisualShaderEditor::VisualShaderEditor() {
 	add_options.push_back(AddOption("Pow", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeFloatOp::OP_POW }, VisualShaderNode::PORT_TYPE_SCALAR));
 	add_options.push_back(AddOption("Radians", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR));
 	add_options.push_back(AddOption("Reciprocal", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR));
+	add_options.push_back(AddOption("Remap", "Scalar/Functions", "VisualShaderNodeRemap", TTR("Remaps a value from the input range to the output range."), { VisualShaderNodeRemap::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
 	add_options.push_back(AddOption("Round", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR));
 	add_options.push_back(AddOption("RoundEven", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUNDEVEN }, VisualShaderNode::PORT_TYPE_SCALAR));
 	add_options.push_back(AddOption("Saturate", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeFloatFunc::FUNC_SATURATE }, VisualShaderNode::PORT_TYPE_SCALAR));
@@ -7206,7 +7217,6 @@ VisualShaderEditor::VisualShaderEditor() {
 	add_options.push_back(AddOption("DistanceFade", "Utility", "VisualShaderNodeDistanceFade", TTR("The distance fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("ProximityFade", "Utility", "VisualShaderNodeProximityFade", TTR("The proximity fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
 	add_options.push_back(AddOption("RandomRange", "Utility", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
-	add_options.push_back(AddOption("Remap", "Utility", "VisualShaderNodeRemap", TTR("Remaps a given input from the input range to the output range."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
 	add_options.push_back(AddOption("RotationByAxis", "Utility", "VisualShaderNodeRotationByAxis", TTR("Builds a rotation matrix from the given axis and angle, multiply the input vector by it and returns both this vector and a matrix."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 
 	// VECTOR
@@ -7340,6 +7350,12 @@ VisualShaderEditor::VisualShaderEditor() {
 	add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 	add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 	add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
+	add_options.push_back(AddOption("Remap", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
+	add_options.push_back(AddOption("Remap", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
+	add_options.push_back(AddOption("Remap", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
+	add_options.push_back(AddOption("RemapS", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range. Ranges defined with scalars."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
+	add_options.push_back(AddOption("RemapS", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range. Ranges defined with scalars."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
+	add_options.push_back(AddOption("RemapS", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range. Ranges defined with scalars."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
 	add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
 	add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
 	add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));

+ 162 - 15
scene/resources/visual_shader_nodes.cpp

@@ -8081,17 +8081,28 @@ int VisualShaderNodeRemap::get_input_port_count() const {
 }
 
 VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_input_port_type(int p_port) const {
-	switch (p_port) {
-		case 0:
-			return PORT_TYPE_SCALAR;
-		case 1:
-			return PORT_TYPE_SCALAR;
-		case 2:
-			return PORT_TYPE_SCALAR;
-		case 3:
-			return PORT_TYPE_SCALAR;
-		case 4:
-			return PORT_TYPE_SCALAR;
+	switch (op_type) {
+		case OP_TYPE_VECTOR_2D:
+			return PORT_TYPE_VECTOR_2D;
+		case OP_TYPE_VECTOR_2D_SCALAR:
+			if (p_port == 0) {
+				return PORT_TYPE_VECTOR_2D;
+			}
+			break;
+		case OP_TYPE_VECTOR_3D:
+			return PORT_TYPE_VECTOR_3D;
+		case OP_TYPE_VECTOR_3D_SCALAR:
+			if (p_port == 0) {
+				return PORT_TYPE_VECTOR_3D;
+			}
+			break;
+		case OP_TYPE_VECTOR_4D:
+			return PORT_TYPE_VECTOR_4D;
+		case OP_TYPE_VECTOR_4D_SCALAR:
+			if (p_port == 0) {
+				return PORT_TYPE_VECTOR_4D;
+			}
+			break;
 		default:
 			break;
 	}
@@ -8123,23 +8134,159 @@ int VisualShaderNodeRemap::get_output_port_count() const {
 }
 
 VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_output_port_type(int p_port) const {
-	return PORT_TYPE_SCALAR;
+	switch (op_type) {
+		case OP_TYPE_VECTOR_2D:
+		case OP_TYPE_VECTOR_2D_SCALAR:
+			return PORT_TYPE_VECTOR_2D;
+		case OP_TYPE_VECTOR_3D:
+		case OP_TYPE_VECTOR_3D_SCALAR:
+			return PORT_TYPE_VECTOR_3D;
+		case OP_TYPE_VECTOR_4D:
+		case OP_TYPE_VECTOR_4D_SCALAR:
+			return PORT_TYPE_VECTOR_4D;
+		default:
+			return PORT_TYPE_SCALAR;
+	}
 }
 
 String VisualShaderNodeRemap::get_output_port_name(int p_port) const {
 	return "value";
 }
 
+void VisualShaderNodeRemap::set_op_type(OpType p_op_type) {
+	ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
+	if (op_type == p_op_type) {
+		return;
+	}
+	switch (p_op_type) {
+		case OP_TYPE_SCALAR: {
+			set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
+			set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
+			set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
+			set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
+			set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
+		} break;
+		case OP_TYPE_VECTOR_2D: {
+			set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
+			set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
+			set_input_port_default_value(2, Vector2(1.0, 1.0), get_input_port_default_value(2));
+			set_input_port_default_value(3, Vector2(), get_input_port_default_value(3));
+			set_input_port_default_value(4, Vector2(1.0, 1.0), get_input_port_default_value(4));
+		} break;
+		case OP_TYPE_VECTOR_2D_SCALAR: {
+			set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
+			set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
+			set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
+			set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
+			set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
+		} break;
+		case OP_TYPE_VECTOR_3D: {
+			set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
+			set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
+			set_input_port_default_value(2, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(2));
+			set_input_port_default_value(3, Vector3(), get_input_port_default_value(3));
+			set_input_port_default_value(4, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(4));
+		} break;
+		case OP_TYPE_VECTOR_3D_SCALAR: {
+			set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
+			set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
+			set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
+			set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
+			set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
+		} break;
+		case OP_TYPE_VECTOR_4D: {
+			set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
+			set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
+			set_input_port_default_value(2, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(2));
+			set_input_port_default_value(3, Quaternion(), get_input_port_default_value(3));
+			set_input_port_default_value(4, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(4));
+		} break;
+		case OP_TYPE_VECTOR_4D_SCALAR: {
+			set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
+			set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
+			set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
+			set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
+			set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
+		} break;
+		default:
+			break;
+	}
+	op_type = p_op_type;
+	emit_changed();
+}
+
+VisualShaderNodeRemap::OpType VisualShaderNodeRemap::get_op_type() const {
+	return op_type;
+}
+
 String VisualShaderNodeRemap::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 += "	{\n";
-	code += vformat("		float __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
-	code += vformat("		float __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
-	code += vformat("		%s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
+	switch (op_type) {
+		case OP_TYPE_SCALAR: {
+			code += vformat("		float __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
+			code += vformat("		float __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
+			code += vformat("		%s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
+		} break;
+		case OP_TYPE_VECTOR_2D: {
+			code += vformat("		vec2 __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
+			code += vformat("		vec2 __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
+			code += vformat("		%s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
+		} break;
+		case OP_TYPE_VECTOR_2D_SCALAR: {
+			code += vformat("		vec2 __input_range = vec2(%s - %s);\n", p_input_vars[2], p_input_vars[1]);
+			code += vformat("		vec2 __output_range = vec2(%s - %s);\n", p_input_vars[4], p_input_vars[3]);
+			code += vformat("		%s = vec2(%s) + __output_range * ((%s - vec2(%s)) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
+		} break;
+		case OP_TYPE_VECTOR_3D: {
+			code += vformat("		vec3 __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
+			code += vformat("		vec3 __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
+			code += vformat("		%s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
+		} break;
+		case OP_TYPE_VECTOR_3D_SCALAR: {
+			code += vformat("		vec3 __input_range = vec3(%s - %s);\n", p_input_vars[2], p_input_vars[1]);
+			code += vformat("		vec3 __output_range = vec3(%s - %s);\n", p_input_vars[4], p_input_vars[3]);
+			code += vformat("		%s = vec3(%s) + __output_range * ((%s - vec3(%s)) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
+		} break;
+		case OP_TYPE_VECTOR_4D: {
+			code += vformat("		vec4 __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
+			code += vformat("		vec4 __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
+			code += vformat("		%s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
+		} break;
+		case OP_TYPE_VECTOR_4D_SCALAR: {
+			code += vformat("		vec4 __input_range = vec4(%s - %s);\n", p_input_vars[2], p_input_vars[1]);
+			code += vformat("		vec4 __output_range = vec4(%s - %s);\n", p_input_vars[4], p_input_vars[3]);
+			code += vformat("		%s = vec4(%s) + __output_range * ((%s - vec4(%s)) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
+		} break;
+		default:
+			break;
+	}
 	code += "	}\n";
 	return code;
 }
 
+Vector<StringName> VisualShaderNodeRemap::get_editable_properties() const {
+	Vector<StringName> props;
+	props.push_back("op_type");
+	return props;
+}
+
+void VisualShaderNodeRemap::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeRemap::set_op_type);
+	ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeRemap::get_op_type);
+
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
+
+	BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
+	BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
+	BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
+	BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
+	BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
+	BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
+	BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
+	BIND_ENUM_CONSTANT(OP_TYPE_MAX);
+}
+
 VisualShaderNodeRemap::VisualShaderNodeRemap() {
 	set_input_port_default_value(1, 0.0);
 	set_input_port_default_value(2, 1.0);

+ 34 - 1
scene/resources/visual_shader_nodes.h

@@ -3068,9 +3068,29 @@ public:
 	VisualShaderNodeRandomRange();
 };
 
+///////////////////////////////////////
+/// Remap
+///////////////////////////////////////
+
 class VisualShaderNodeRemap : public VisualShaderNode {
 	GDCLASS(VisualShaderNodeRemap, VisualShaderNode);
 
+public:
+	enum OpType {
+		OP_TYPE_SCALAR,
+		OP_TYPE_VECTOR_2D,
+		OP_TYPE_VECTOR_2D_SCALAR,
+		OP_TYPE_VECTOR_3D,
+		OP_TYPE_VECTOR_3D_SCALAR,
+		OP_TYPE_VECTOR_4D,
+		OP_TYPE_VECTOR_4D_SCALAR,
+		OP_TYPE_MAX,
+	};
+
+protected:
+	OpType op_type = OP_TYPE_SCALAR;
+	static void _bind_methods();
+
 public:
 	virtual String get_caption() const override;
 
@@ -3082,13 +3102,26 @@ public:
 	virtual PortType get_output_port_type(int p_port) const override;
 	virtual String get_output_port_name(int p_port) const override;
 
+	void set_op_type(OpType p_op_type);
+	OpType get_op_type() const;
+
+	virtual Vector<StringName> get_editable_properties() 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;
 
-	virtual Category get_category() const override { return CATEGORY_UTILITY; }
+	virtual Category get_category() const override {
+		if (op_type == OP_TYPE_SCALAR) {
+			return CATEGORY_SCALAR;
+		} else {
+			return CATEGORY_VECTOR;
+		}
+	}
 
 	VisualShaderNodeRemap();
 };
 
+VARIANT_ENUM_CAST(VisualShaderNodeRemap::OpType)
+
 class VisualShaderNodeRotationByAxis : public VisualShaderNode {
 	GDCLASS(VisualShaderNodeRotationByAxis, VisualShaderNode);