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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "VisualShaderNodeInput" inherits= "VisualShaderNode" version= "4.0" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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Represents the input shader parameter within the visual shader graph.
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</brief_description>
<description >
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Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link).
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</description>
<tutorials >
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<link title= "Shading reference index" > $DOCS_URL/tutorials/shaders/shader_reference/index.html</link>
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</tutorials>
<methods >
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<method name= "get_input_real_name" qualifiers= "const" >
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<return type= "String" />
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<description >
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Returns a translated name of the current constant in the Godot Shader Language. E.g. [code]"ALBEDO"[/code] if the [member input_name] equal to [code]"albedo"[/code].
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</description>
</method>
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</methods>
<members >
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<member name= "input_name" type= "String" setter= "set_input_name" getter= "get_input_name" default= ""[None]"" >
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One of the several input constants in lower-case style like: "vertex"([code]VERTEX[/code]) or "point_size"([code]POINT_SIZE[/code]).
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</member>
</members>
<signals >
<signal name= "input_type_changed" >
<description >
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Emitted when input is changed via [member input_name].
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</description>
</signal>
</signals>
</class>