@tool class_name VisualShaderNodeVectorProjectOnPlane extends VisualShaderNodeCustom func _get_name() -> String: return "ProjectOnPlane" func _get_category() -> String: return "Maths/Vector" func _get_description() -> String: return "Projects a vector onto a plane defined by a normal orthogonal to the plane." func _get_return_icon_type() -> PortType: var vector_index: int = get_option_index(0) match vector_index: 0: return PORT_TYPE_VECTOR_2D _: return PORT_TYPE_VECTOR_3D func _get_input_port_count() -> int: return 2 func _get_input_port_name(port: int) -> String: match port: 0: return "vector" _: return "plane normal" func _get_input_port_type(port: int) -> PortType: var vector_index: int = get_option_index(0) match vector_index: 0: return PORT_TYPE_VECTOR_2D _: return PORT_TYPE_VECTOR_3D func _get_output_port_count() -> int: return 1 func _get_output_port_name(port: int) -> String: return "vector" func _get_output_port_type(port: int) -> PortType: var vector_index: int = get_option_index(0) match vector_index: 0: return PORT_TYPE_VECTOR_2D _: return PORT_TYPE_VECTOR_3D func _get_property_count() -> int: return 1 func _get_property_default_index(index: int) -> int: return 0 func _get_property_name(index: int) -> String: return "" func _get_property_options(index: int) -> PackedStringArray: return ["Vector2", "Vector3"] func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String: var vector_a: String = input_vars[0] var plane_normal: String = input_vars[1] var vector_index: int = get_option_index(0) match vector_index: 0: return output_vars[0] + " = %s.xy - (%s.xy * (dot(%s.xy, %s.xy) / dot(%s.xy, %s.xy)));" % [vector_a, plane_normal, vector_a, plane_normal, plane_normal, plane_normal] _: return output_vars[0] + " = %s - (%s * (dot(%s, %s) / dot(%s, %s)));" % [vector_a, plane_normal, vector_a, plane_normal, plane_normal, plane_normal]