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Visual Shaders: Make output-ports for vector types expandable by default #82088
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Thanks, this PR looks very good. Please squash commits as required by our pipeline (see https://docs.godotengine.org/en/latest/contributing/workflow/pr_workflow.html#making-changes) |
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PR looks good to me, my only comment on this is that I find the red(x) syntax very hard to read. I'd rather we remove this change and discuss a bit wheter we want to have some nodes be rgba and some nodes directly xyzw, or find some less visually cluttered ways to represent this.
I like this PR 😁, would it be better to remove red green blue text completely and for example just write X in color red and the port be red as it is? |
That's not appropriate for accessibility, neither from a visibility perspective or from the perspective of communicating information without relying on color |
I'd rather get this pr merged soon and discuss on those UI changes separately, possibly in a proposal |
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Thank you very much for your rapid feedback. I'm glad to hear that you like this PR :) For the future, it might be a good idea to consider changing the naming of the vector components in a way that will allow for different names for different nodes. One way to implement this would be to create a new virtual function in the |
…utput port and it's of any vector type Co-authored-by: QbieShay <[email protected]>
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Sorry for this change... I just realized I made a mistake in the commit message. The 'Co-authored-by:' tag wasn't recognized correctly, so I've corrected it. I built on top of QbieShay's work, so it should correctly be represented in the commit! :) |
Thanks! And congrats for your first merged Godot contribution 🎉 |
This PR is a continuation of the work done in: #73041
Changes made
On the left side you can see the state before the changes I made (which is the same as in #73041) and on the right side you can see the state after the changes I made. The following changes were made:
Vector2Parameter
,Vector3Parameter
,Vector4Parameter
andCurveXYZTexture
-Nodes.