Base class for nodes in a visual shader graph.
Visual shader graphs consist of various nodes. Each node in the graph is a separate object and they are represented as a rectangular boxes with title and a set of properties. Each node has also connection ports that allow to connect it to another nodes and control the flow of the shader.
https://docs.godotengine.org/en/3.4/tutorials/shading/visual_shaders.html
Returns an [Array] containing default values for all of the input ports of the node in the form [code][index0, value0, index1, value1, ...][/code].
Returns the default value of the input [code]port[/code].
Sets the default input ports values using an [Array] of the form [code][index0, value0, index1, value1, ...][/code]. For example: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code].
Sets the default value for the selected input [code]port[/code].
Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview.
Emitted when the node requests an editor refresh. Currently called only in setter of [member VisualShaderNodeTexture.source], [VisualShaderNodeTexture], and [VisualShaderNodeCubeMap] (and their derivatives).
Floating-point scalar. Translated to [code]float[/code] type in shader code.
3D vector of floating-point values. Translated to [code]vec3[/code] type in shader code.
Boolean type. Translated to [code]bool[/code] type in shader code.
Transform type. Translated to [code]mat4[/code] type in shader code.
Sampler type. Translated to reference of sampler uniform in shader code. Can only be used for input ports in non-uniform nodes.
Represents the size of the [enum PortType] enum.