@tool class_name VisualShaderNodeVectorTransform extends VisualShaderNodeCustom func _get_name() -> String: return "VectorTransform" func _get_category() -> String: return "Maths/Vector" func _get_description() -> String: return "Returns the transformed vector of the input value from one coordinate space to another." func _get_return_icon_type() -> PortType: return PORT_TYPE_VECTOR_3D func _get_input_port_count() -> int: return 1 func _get_input_port_name(port: int) -> String: return "in" func _get_input_port_type(port: int) -> PortType: return PORT_TYPE_VECTOR_3D func _get_output_port_count() -> int: return 1 func _get_output_port_name(port: int) -> String: return "out" func _get_output_port_type(port: int) -> PortType: return PORT_TYPE_VECTOR_3D func _get_property_count() -> int: return 2 func _get_property_default_index(index: int) -> int: match index: 0: return 0 _: return 1 func _get_property_name(index: int) -> String: match index: 0: return "From" _: return "To" func _get_property_options(index: int) -> PackedStringArray: return ["Local", "World", "View", "Screen", "Tangent"] func _get_global_code(mode: Shader.Mode) -> String: var code: String = preload("VectorTransform.gdshaderinc").code return code func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: var code: String var from_coord_space_index: int = get_option_index(0) var to_coord_space_index: int = get_option_index(1) var input_vector: String = input_vars[0] if input_vars[0] else "vec3(0.0, 0.0, 0.0)" match from_coord_space_index: 0: match to_coord_space_index: 0: code = "%s = %s;" % [output_vars[0], input_vector] 1: code = "%s = vector_transform_local_to_world(MODEL_MATRIX, %s);" % [output_vars[0], input_vector] 2: code = "%s = vector_transform_local_to_view(MODEL_MATRIX, VIEW_MATRIX, %s);" % [output_vars[0], input_vector] 3: code = "%s = vector_transform_local_to_screen(MODEL_MATRIX, VIEW_MATRIX, PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector] 4: code = "%s = vector_transform_local_to_tangent(NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector] 1: match to_coord_space_index: 0: code = "%s = vector_transform_world_to_local(MODEL_MATRIX, %s);" % [output_vars[0], input_vector] 1: code = "%s = %s;" % [output_vars[0], input_vector] 2: code = "%s = vector_transform_world_to_view(VIEW_MATRIX, %s);" % [output_vars[0], input_vector] 3: code = "%s = vector_transform_world_to_screen(VIEW_MATRIX, PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector] 4: code = "%s = vector_transform_world_to_tangent(MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector] 2: match to_coord_space_index: 0: code = "%s = vector_transform_view_to_local(INV_VIEW_MATRIX, MODEL_MATRIX, %s);" % [output_vars[0], input_vector] 1: code = "%s = vector_transform_view_to_world(INV_VIEW_MATRIX, %s);" % [output_vars[0], input_vector] 2: code = "%s = %s;" % [output_vars[0], input_vector] 3: code = "%s = vector_transform_view_to_screen(PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector] 4: code = "%s = vector_transform_view_to_tangent(INV_VIEW_MATRIX, MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector] 3: match to_coord_space_index: 0: code = "%s = vector_transform_screen_to_local(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, MODEL_MATRIX, %s);" % [output_vars[0], input_vector] 1: code = "%s = vector_transform_screen_to_world(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, %s);" % [output_vars[0], input_vector] 2: code = "%s = vector_transform_screen_to_view(INV_PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector] 3: code = "%s = %s;" % [output_vars[0], input_vector] 4: code = "%s = vector_transform_screen_to_tangent(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector] 4: match to_coord_space_index: 0: code = "%s = vector_transform_tangent_to_local(NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector] 1: code = "%s = vector_transform_tangent_to_world(MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector] 2: code = "%s = vector_transform_tangent_to_view(MODEL_MATRIX, VIEW_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector] 3: code = "%s = vector_transform_tangent_to_screen(MODEL_MATRIX, VIEW_MATRIX, PROJECTION_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector] 4: code = "%s = %s;" % [output_vars[0], input_vector] return code