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-rw-r--r--scene/resources/visual_shader.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index bedac4e933..4bedcb1820 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -1003,6 +1003,7 @@ void VisualShader::remove_node(Type p_type, int p_id) {
g->nodes[connection.to_node].node->set_input_port_connected(connection.to_port, false);
} else if (connection.to_node == p_id) {
g->nodes[connection.from_node].next_connected_nodes.erase(p_id);
+ g->nodes[connection.from_node].node->set_output_port_connected(connection.from_port, false);
}
g->connections.erase(E);
}
@@ -3897,6 +3898,7 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Model View Matrix", "MODELVIEW_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Projection Matrix", "PROJECTION_MATRIX" },
////////////////////////////////////////////////////////////////////////
// Node3D, Fragment.
////////////////////////////////////////////////////////////////////////
@@ -3961,6 +3963,7 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light", "LIGHT.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Light Alpha", "LIGHT.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Shadow Modulate", "SHADOW_MODULATE.rgb" },
////////////////////////////////////////////////////////////////////////
// Sky, Sky.