/
redgpu
/
ezEngine
Обзор
Документация
Войти
/
redgpu
/
ezEngine
Код
Запросы
0
Задачи
Вики
Пакеты
0
Релизы
0
Аналитика
Безопасность
dev
Data/Tools/ezEditor/VisualShader/Inputs.ddl
426 строк
9 KB
Jan Krassnigg
Particle System Improvements (#1995)
21 июл 2026, 16:50
Не верифицирован
21 июл 2026, 16:50
5e8aa52
Код
Авторство
О чём код?
Node %Time { string %Category { "Input" } string %Color { "Green" } string %Docs { "Outputs time values from different clocks. " } OutputPin %Global { string %Type { "float" } string %Inline { "GlobalTime" } string %Tooltip { "Real time. Always at the same speed, unaffected by world simulation speed." } } OutputPin %World { string %Type { "float" } string %Inline { "WorldTime" } string %Tooltip { "World simulation time. Affected by simulation speed (slow-motion) and world paused state." } } } Node %UV { string %Category { "Input" } string %Color { "Teal" } string %Docs { "Outputs the first vertex texture coordinate (UV0). " } string %CodeShaderShared { " #ifndef USE_TEXCOORD0 #define USE_TEXCOORD0 #endif " } OutputPin %UV { string %Type { "float2" } string %Color { "Teal" } string %Inline { "G.Input.TexCoord0" } string %Tooltip { "The UV 0 texture coordinate." } } } Node %UV2 { string %Category { "Input" } string %Color { "Teal" } string %Docs { "Outputs the second vertex texture coordinate (UV1). " } string %CodeShaderShared { " #ifndef USE_TEXCOORD0 #define USE_TEXCOORD0 #endif #ifndef USE_TEXCOORD1 #define USE_TEXCOORD1 #endif " } OutputPin %UV { string %Type { "float2" } string %Color { "Teal" } string %Inline { "G.Input.TexCoord1" } string %Tooltip { "The UV 0 texture coordinate." } } } Node %UVScroll { string %Category { "Input" } string %Color { "Green" } string %Docs { "Outputs the first vertex texture coordinate (UV0) and applies a scrolling effect, using the world time. " } string %Title { "UV Scroll: {$in1}" } string %CodeShaderShared { " #ifndef USE_TEXCOORD0 #define USE_TEXCOORD0 #endif " } InputPin %Speed { string %Type { "float2" } bool %Expose { true } string %DefaultValue { "1, 1" } } InputPin %Scale { string %Type { "float2" } bool %Expose { true } string %DefaultValue { "1, 1" } } InputPin %Offset { string %Type { "float2" } bool %Expose { true } string %DefaultValue { "0, 0" } } OutputPin %UV { string %Type { "float2" } string %Color { "Teal" } string %Inline { "(G.Input.TexCoord0 * $in1 + $in2) + frac(WorldTime * $in0)" } string %Tooltip { "The scrolled UV 0 texture coordinate." } } } Node %VertexPosition { string %Category { "Input" } string %Color { "Green" } string %Docs { "Outputs the vertex position data.\nFor vertex shaders this is the untransformed local position, for pixel shaders it is the transformed position." } OutputPin %Position { string %Type { "float3" } string %Color { "Indigo" } string %Inline { "G.Input.Position" } string %Tooltip { "The vertex position. For vertex shaders this is the local position, for pixel shaders it is the transformed position." } } OutputPin %X { string %Type { "float" } string %Color { "Red" } string %Inline { "G.Input.Position.x" } } OutputPin %Y { string %Type { "float" } string %Color { "Green" } string %Inline { "G.Input.Position.y" } } OutputPin %Z { string %Type { "float" } string %Color { "Blue" } string %Inline { "G.Input.Position.z" } } } Node %VertexWorldPosition { string %Category { "Input" } string %Color { "Green" } string %Docs { "Outputs the vertex position transformed into world-space." } OutputPin %Position { string %Type { "float3" } string %Color { "Indigo" } string %Inline { "G.Input.WorldPosition" } string %Tooltip { "The vertex world space position." } } OutputPin %X { string %Type { "float" } string %Color { "Red" } string %Inline { "G.Input.WorldPosition.x" } } OutputPin %Y { string %Type { "float" } string %Color { "Green" } string %Inline { "G.Input.WorldPosition.y" } } OutputPin %Z { string %Type { "float" } string %Color { "Blue" } string %Inline { "G.Input.WorldPosition.z" } } } Node %VertexNormal { string %Category { "Input" } string %Color { "Green" } string %Docs { "Outputs the vertex normal.\nFor vertex shaders this is in local space, for pixel shaders it is in world space." } string %CodeShaderShared { " #ifndef USE_NORMAL #define USE_NORMAL #endif " } OutputPin %Normal { string %Type { "float3" } string %Color { "Violet" } string %Inline { "G.Input.Normal" } string %Tooltip { "The vertex normal. For vertex shaders this is in local space, for pixel shaders it is in world space." } } OutputPin %X { string %Type { "float" } string %Color { "Red" } string %Inline { "G.Input.Normal.x" } } OutputPin %Y { string %Type { "float" } string %Color { "Green" } string %Inline { "G.Input.Normal.y" } } OutputPin %Z { string %Type { "float" } string %Color { "Blue" } string %Inline { "G.Input.Normal.z" } } } Node %VertexTangent { string %Category { "Input" } string %Color { "Green" } string %Docs { "Outputs the vertex tangent.\nFor vertex shaders this is in local space, for pixel shaders it is in world space." } string %CodeShaderShared { " #ifndef USE_TANGENT #define USE_TANGENT #endif " } OutputPin %Tangent { string %Type { "float3" } string %Color { "Grape" } string %Inline { "G.Input.Tangent" } string %Tooltip { "The vertex tangent. For vertex shaders this is the local tangent, for pixel shaders it is the transformed tangent." } } } Node %VertexColor { string %Category { "Input" } string %Color { "Green" } string %Docs { "Outputs the first vertex color value (Color0)." } string %CodeShaderShared { " #ifndef USE_COLOR0 #define USE_COLOR0 #endif " } OutputPin %Color { string %Type { "float4" } unsigned_int8 %Color { 200, 200, 200 } string %Inline { "G.Input.Color0" } string %Tooltip { "The vertex color" } } OutputPin %Red { string %Type { "float" } string %Color { "Red" } string %Inline { "G.Input.Color0.x" } } OutputPin %Green { string %Type { "float" } string %Color { "Green" } string %Inline { "G.Input.Color0.y" } } OutputPin %Blue { string %Type { "float" } string %Color { "Blue" } string %Inline { "G.Input.Color0.z" } } OutputPin %Alpha { string %Type { "float" } string %Inline { "G.Input.Color0.w" } } } Node %VertexColor2 { string %Category { "Input" } string %Color { "Green" } string %Docs { "Outputs the second vertex color value (Color1)." } string %CodeShaderShared { " #ifndef USE_COLOR0 #define USE_COLOR0 #endif #ifndef USE_COLOR1 #define USE_COLOR1 #endif " } OutputPin %Color { string %Type { "float4" } unsigned_int8 %Color { 200, 200, 200 } string %Inline { "G.Input.Color1" } string %Tooltip { "The second vertex color" } } OutputPin %Red { string %Type { "float" } string %Color { "Red" } string %Inline { "G.Input.Color0.x" } } OutputPin %Green { string %Type { "float" } string %Color { "Green" } string %Inline { "G.Input.Color0.y" } } OutputPin %Blue { string %Type { "float" } string %Color { "Blue" } string %Inline { "G.Input.Color0.z" } } OutputPin %Alpha { string %Type { "float" } string %Inline { "G.Input.Color0.w" } } } Node %InstanceData { string %Category { "Input" } string %Color { "Green" } string %Docs { "Outputs the object instance specific data." } OutputPin %Color { string %Type { "float4" } unsigned_int8 %Color { 200, 200, 200 } string %Inline { "GetInstanceData().Color" } string %Tooltip { "Per instance color." } } OutputPin %CustomData { string %Type { "float4" } unsigned_int8 %Color { 200, 200, 200 } string %Inline { "GetInstanceData().CustomData" } string %Tooltip { "Per instance custom data" } } } Node %Camera { string %Category { "Input" } string %Color { "Green" } string %Docs { "Outputs data about the rendering camera." } OutputPin %Position { string %Type { "float3" } string %Color { "Indigo" } string %Inline { "GetCameraPosition()" } string %Tooltip { "Global camera position." } } OutputPin %Forwards { string %Type { "float3" } string %Color { "Indigo" } string %Inline { "GetCameraDirForwards()" } string %Tooltip { "Forward direction vector of the camera." } } OutputPin %Right { string %Type { "float3" } string %Color { "Indigo" } string %Inline { "GetCameraDirRight()" } string %Tooltip { "Right direction vector of the camera." } } OutputPin %Up { string %Type { "float3" } string %Color { "Indigo" } string %Inline { "GetCameraDirUp()" } string %Tooltip { "Up direction vector of the camera." } } OutputPin %Exposure { string %Type { "float" } string %Inline { "Exposure" } string %Tooltip { "Current exposure value of the camera." } } } Node %ScreenCoord { string %Category { "Input" } string %Color { "Green" } string %Docs { "Outputs the integer screen coordinate of the pixel. Values are in range 0 to resolution x/y." } OutputPin %Position { string %Type { "float2" } string %Color { "Indigo" } string %Inline { "G.Input.Position.xy" } string %Tooltip { "The integer screen coordiante of the pixel from 0 to resolution x/y." } } }