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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "VisualShaderNodeTexture" inherits= "VisualShaderNode" version= "4.1" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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Performs a 2D texture lookup within the visual shader graph.
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</brief_description>
<description >
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Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from.
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</description>
<tutorials >
</tutorials>
<members >
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<member name= "source" type= "int" setter= "set_source" getter= "get_source" enum= "VisualShaderNodeTexture.Source" default= "0" >
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Determines the source for the lookup. See [enum Source] for options.
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</member>
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<member name= "texture" type= "Texture2D" setter= "set_texture" getter= "get_texture" >
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The source texture, if needed for the selected [member source].
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</member>
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<member name= "texture_type" type= "int" setter= "set_texture_type" getter= "get_texture_type" enum= "VisualShaderNodeTexture.TextureType" default= "0" >
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Specifies the type of the texture if [member source] is set to [constant SOURCE_TEXTURE]. See [enum TextureType] for options.
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</member>
</members>
<constants >
<constant name= "SOURCE_TEXTURE" value= "0" enum= "Source" >
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Use the texture given as an argument for this function.
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</constant>
<constant name= "SOURCE_SCREEN" value= "1" enum= "Source" >
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Use the current viewport's texture as the source.
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</constant>
<constant name= "SOURCE_2D_TEXTURE" value= "2" enum= "Source" >
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Use the texture from this shader's texture built-in (e.g. a texture of a [Sprite2D]).
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</constant>
<constant name= "SOURCE_2D_NORMAL" value= "3" enum= "Source" >
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Use the texture from this shader's normal map built-in.
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</constant>
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<constant name= "SOURCE_DEPTH" value= "4" enum= "Source" >
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Use the depth texture captured during the depth prepass. Only available when the depth prepass is used (i.e. in spatial shaders and in the forward_plus or gl_compatibility renderers).
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</constant>
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<constant name= "SOURCE_PORT" value= "5" enum= "Source" >
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Use the texture provided in the input port for this function.
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</constant>
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<constant name= "SOURCE_3D_NORMAL" value= "6" enum= "Source" >
Use the normal buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).
</constant>
<constant name= "SOURCE_ROUGHNESS" value= "7" enum= "Source" >
Use the roughness buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).
</constant>
<constant name= "SOURCE_MAX" value= "8" enum= "Source" >
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Represents the size of the [enum Source] enum.
</constant>
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<constant name= "TYPE_DATA" value= "0" enum= "TextureType" >
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No hints are added to the uniform declaration.
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</constant>
<constant name= "TYPE_COLOR" value= "1" enum= "TextureType" >
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Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
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</constant>
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<constant name= "TYPE_NORMAL_MAP" value= "2" enum= "TextureType" >
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Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
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</constant>
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<constant name= "TYPE_MAX" value= "3" enum= "TextureType" >
Represents the size of the [enum TextureType] enum.
</constant>
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</constants>
</class>