WorldPosition VisualShaderNode 4.4
A simple VisualShaderNode compatible with Godot 4.4, without needing to set the shader to world position vertex coords. Copy it into a .gd file. Its one of the most commonly used nodes in UE shaders.
Shader code
@tool
extends VisualShaderNodeCustom
class_name VSNode_WorldPosition3D
func _get_name() -> String:
return "WorldPosition"
func _get_category() -> String:
return "Data"
func _get_description() -> String:
return "Returns the world position of the vertex in 3D space."
func _get_return_icon_type() -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_input_port_count() -> int:
return 0
func _get_input_port_name(port: int) -> String:
return ""
# func _get_input_port_type(port: int) -> PortType:
# return PORT_TYPE_SCALAR
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "WorldPosition"
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_code(input_vars: Array[String], output_vars: Array[String],
mode: Shader.Mode, type: VisualShader.Type) -> String:
## INV_VIEW_MATRIX and VERTEX do not exist in the shader until fragment()
## is called, so we need to pass them as input variables. The function
## in get_global_code() is declared as a global function so we can't directly
## use INV_VIEW_MATRIX and VERTEX or it will throw a compile error.
return output_vars[0] + " = wpos(INV_VIEW_MATRIX, VERTEX);"
func _get_global_code(mode):
return"""
vec3 wpos(mat4 inv_view_matrix, vec3 vert){
vec3 world_pos = (inv_view_matrix * vec4(vert, 1.0)).xyz;
return world_pos;
}
"""

