@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 "input" func _get_input_port_type(port: int) -> PortType: return PORT_TYPE_VECTOR_3D func _get_input_port_default_value(port: int) -> Variant: match port: 0: return Vector3(0.0, 0.0, 0.0) _: return null func _get_output_port_count() -> int: return 1 func _get_output_port_name(port: int) -> String: return "output" 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) #match from_coord_space_index: #0: #1: #2: #3: #4: code = "%s = some_function(%s)" % [input_vars[0], output_vars[0]] return output_vars[0] + " = 0.0;"