diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index 22a4c49c4dd0..3215f85293a8 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -6905,8 +6905,7 @@ VisualShaderEditor::VisualShaderEditor() { 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("Rotates an input vector by a given angle."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("RotationByAxis", "Utility", "VisualShaderNodeRotationByAxis", TTR("Rotates an input vector by a given angle."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + 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 diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 018b7be81c00..38c60828e81d 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -8177,6 +8177,9 @@ String VisualShaderNodeRotationByAxis::get_output_port_name(int p_port) const { } bool VisualShaderNodeRotationByAxis::has_output_port_preview(int p_port) const { + if (p_port == 0) { + return true; + } return false; } @@ -8190,15 +8193,20 @@ String VisualShaderNodeRotationByAxis::generate_code(Shader::Mode p_mode, Visual code += vformat(" vec3( __axis.y*__axis.x*(1.0-cos(__angle))+__axis.z*sin(__angle), cos(__angle)+__axis.y*__axis.y*(1.0-cos(__angle)), __axis.y*__axis.z*(1.0-cos(__angle))-__axis.x*sin(__angle) ),\n"); code += vformat(" vec3( __axis.z*__axis.x*(1.0-cos(__angle))-__axis.y*sin(__angle), __axis.z*__axis.y*(1.0-cos(__angle))+__axis.x*sin(__angle), cos(__angle)+__axis.z*__axis.z*(1.0-cos(__angle)) )\n"); code += vformat(" );\n"); - code += vformat(" %s = %s * __rot_matrix;\n", p_output_vars[0], p_input_vars[0]); - code += vformat(" %s = mat4(__rot_matrix);\n", p_output_vars[1]); + if (is_output_port_connected(0)) { + code += vformat(" %s = %s * __rot_matrix;\n", p_output_vars[0], p_input_vars[0]); + } + if (is_output_port_connected(1)) { + code += vformat(" %s = mat4(__rot_matrix);\n", p_output_vars[1]); + } code += " }\n"; return code; } VisualShaderNodeRotationByAxis::VisualShaderNodeRotationByAxis() { + set_input_port_default_value(0, Vector3()); set_input_port_default_value(1, 0.0); - set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); + set_input_port_default_value(2, Vector3()); simple_decl = false; }