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Эх сурвалжийг харах

Shadergraph tweak boxes groups

trethaller 6 жил өмнө
parent
commit
ef721551d8

+ 1 - 1
hrt/shgraph/ShaderInput.hx

@@ -4,7 +4,7 @@ using hxsl.Ast;
 
 
 @name("Inputs")
 @name("Inputs")
 @description("Shader inputs of Heaps, it's dynamic")
 @description("Shader inputs of Heaps, it's dynamic")
-@group("Input")
+@group("Property")
 @noheader()
 @noheader()
 @color("#0e8826")
 @color("#0e8826")
 class ShaderInput extends ShaderNode {
 class ShaderInput extends ShaderNode {

+ 2 - 2
hrt/shgraph/nodes/BoolConst.hx

@@ -3,8 +3,8 @@ package hrt.shgraph.nodes;
 using hxsl.Ast;
 using hxsl.Ast;
 
 
 @name("Bool")
 @name("Bool")
-@description("Boolean input, it's static")
-@group("Input")
+@description("Boolean input (static)")
+@group("Property")
 @width(100)
 @width(100)
 @noheader()
 @noheader()
 class BoolConst extends ShaderConst {
 class BoolConst extends ShaderConst {

+ 2 - 2
hrt/shgraph/nodes/Color.hx

@@ -3,8 +3,8 @@ package hrt.shgraph.nodes;
 using hxsl.Ast;
 using hxsl.Ast;
 
 
 @name("Color")
 @name("Color")
-@description("Color input, it's static")
-@group("Input")
+@description("Color property (static)")
+@group("Property")
 @width(100)
 @width(100)
 @noheader()
 @noheader()
 class Color extends ShaderConst {
 class Color extends ShaderConst {

+ 2 - 2
hrt/shgraph/nodes/FloatConst.hx

@@ -3,8 +3,8 @@ package hrt.shgraph.nodes;
 using hxsl.Ast;
 using hxsl.Ast;
 
 
 @name("Number")
 @name("Number")
-@description("Number input, it's static")
-@group("Input")
+@description("Number input (static)")
+@group("Property")
 @width(100)
 @width(100)
 @noheader()
 @noheader()
 class FloatConst extends ShaderConst {
 class FloatConst extends ShaderConst {

+ 4 - 4
hrt/shgraph/nodes/Lerp.hx

@@ -3,14 +3,14 @@ package hrt.shgraph.nodes;
 using hxsl.Ast;
 using hxsl.Ast;
 
 
 @name("Lerp")
 @name("Lerp")
-@description("Linear interpolation between Min and Max using A")
+@description("Linear interpolation between a and b using mix")
 @width(80)
 @width(80)
 @group("Math")
 @group("Math")
 class Lerp extends ShaderFunction {
 class Lerp extends ShaderFunction {
 
 
-	@input("min") var x = SType.Number;
-	@input("max") var y = SType.Number;
-	@input("A") var a = SType.Number;
+	@input("a") var x = SType.Number;
+	@input("b") var y = SType.Number;
+	@input("mix") var a = SType.Number;
 
 
 	public function new() {
 	public function new() {
 		super(Mix);
 		super(Mix);

+ 1 - 1
hrt/shgraph/nodes/Sampler.hx

@@ -4,7 +4,7 @@ using hxsl.Ast;
 
 
 @name("Sampler")
 @name("Sampler")
 @description("Get color from texture and UV")
 @description("Get color from texture and UV")
-@group("Input")
+@group("Property")
 class Sampler extends ShaderNode {
 class Sampler extends ShaderNode {
 
 
 	@input("texture") var texture = SType.Sampler;
 	@input("texture") var texture = SType.Sampler;

+ 5 - 5
hrt/shgraph/nodes/Split.hx

@@ -7,12 +7,12 @@ using hxsl.Ast;
 @group("Channel")
 @group("Channel")
 class Split extends ShaderNode {
 class Split extends ShaderNode {
 
 
-	@input("rgba") var input = SType.Vec4;
+	@input("RGBA") var input = SType.Vec4;
 
 
-	@output("r") var r = SType.Float;
-	@output("g") var g = SType.Float;
-	@output("b") var b = SType.Float;
-	@output("a") var a = SType.Float;
+	@output("R") var r = SType.Float;
+	@output("G") var g = SType.Float;
+	@output("B") var b = SType.Float;
+	@output("A") var a = SType.Float;
 
 
 	var components = [X, Y, Z, W];
 	var components = [X, Y, Z, W];
 	var componentsString = ["r", "g", "b", "a"];
 	var componentsString = ["r", "g", "b", "a"];