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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-07 01:43:35 +08:00

VectorTransform node availability updated for shader modes

This commit is contained in:
Digvijaysinh Gohil 2024-01-12 18:49:41 +05:30
parent 13971eeab6
commit 2828af7503
2 changed files with 5 additions and 1 deletions

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@ -30,7 +30,7 @@ ___
<summary><h2>Vector</h2></summary>
<details>
<summary><h3>Vector Transform node</h3></summary>
Returns the transformed vector of the input value <i><b>in</b></i> from one coordinate space to another.
Returns the transformed vector of the input value <i><b>in</b></i> from one coordinate space to another.<br><br><i>This node is only available in shader modes SPATIAL.</i>
<hr>
**Inputs**
@ -51,6 +51,7 @@ Returns the transformed vector of the input value <i><b>in</b></i> from one coor
___
</details>
</details>
<details open>
<summary><h2>Wave</h2></summary>
<details>
<summary><h3>Noise Sine Wave node</h3></summary>

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@ -51,6 +51,9 @@ func _get_property_name(index: int) -> String:
func _get_property_options(index: int) -> PackedStringArray:
return ["Local", "World", "View", "Screen", "Tangent"]
func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
return mode == Shader.MODE_SPATIAL
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("VectorTransform.gdshaderinc").code
return code