<?xml version="1.0" encoding="UTF-8" ?> <class name="VisualShaderNodeFloatOp" inherits="VisualShaderNode" version="4.0"> <brief_description> A floating-point scalar operator to be used within the visual shader graph. </brief_description> <description> Applies [member operator] to two floating-point inputs: [code]a[/code] and [code]b[/code]. </description> <tutorials> </tutorials> <methods> </methods> <members> <member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeFloatOp.Operator" default="0"> An operator to be applied to the inputs. See [enum Operator] for options. </member> </members> <constants> <constant name="OP_ADD" value="0" enum="Operator"> Sums two numbers using [code]a + b[/code]. </constant> <constant name="OP_SUB" value="1" enum="Operator"> Subtracts two numbers using [code]a - b[/code]. </constant> <constant name="OP_MUL" value="2" enum="Operator"> Multiplies two numbers using [code]a * b[/code]. </constant> <constant name="OP_DIV" value="3" enum="Operator"> Divides two numbers using [code]a / b[/code]. </constant> <constant name="OP_MOD" value="4" enum="Operator"> Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/code] in the Godot Shader Language. </constant> <constant name="OP_POW" value="5" enum="Operator"> Raises the [code]a[/code] to the power of [code]b[/code]. Translates to [code]pow(a, b)[/code] in the Godot Shader Language. </constant> <constant name="OP_MAX" value="6" enum="Operator"> Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in the Godot Shader Language. </constant> <constant name="OP_MIN" value="7" enum="Operator"> Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in the Godot Shader Language. </constant> <constant name="OP_ATAN2" value="8" enum="Operator"> Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)[/code] in the Godot Shader Language. </constant> <constant name="OP_STEP" value="9" enum="Operator"> Generates a step function by comparing [code]b[/code](x) to [code]a[/code](edge). Returns 0.0 if [code]x[/code] is smaller than [code]edge[/code] and otherwise 1.0. Translates to [code]step(a, b)[/code] in the Godot Shader Language. </constant> </constants> </class>