<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShader" inherits="Shader" version="4.0">
	<brief_description>
		A custom shader program with a visual editor.
	</brief_description>
	<description>
		This class allows you to define a custom shader program that can be used for various materials to render objects.
		The visual shader editor creates the shader.
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="add_node">
			<return type="void" />
			<argument index="0" name="type" type="int" enum="VisualShader.Type" />
			<argument index="1" name="node" type="VisualShaderNode" />
			<argument index="2" name="position" type="Vector2" />
			<argument index="3" name="id" type="int" />
			<description>
				Adds the specified node to the shader.
			</description>
		</method>
		<method name="can_connect_nodes" qualifiers="const">
			<return type="bool" />
			<argument index="0" name="type" type="int" enum="VisualShader.Type" />
			<argument index="1" name="from_node" type="int" />
			<argument index="2" name="from_port" type="int" />
			<argument index="3" name="to_node" type="int" />
			<argument index="4" name="to_port" type="int" />
			<description>
				Returns [code]true[/code] if the specified nodes and ports can be connected together.
			</description>
		</method>
		<method name="connect_nodes">
			<return type="int" enum="Error" />
			<argument index="0" name="type" type="int" enum="VisualShader.Type" />
			<argument index="1" name="from_node" type="int" />
			<argument index="2" name="from_port" type="int" />
			<argument index="3" name="to_node" type="int" />
			<argument index="4" name="to_port" type="int" />
			<description>
				Connects the specified nodes and ports.
			</description>
		</method>
		<method name="connect_nodes_forced">
			<return type="void" />
			<argument index="0" name="type" type="int" enum="VisualShader.Type" />
			<argument index="1" name="from_node" type="int" />
			<argument index="2" name="from_port" type="int" />
			<argument index="3" name="to_node" type="int" />
			<argument index="4" name="to_port" type="int" />
			<description>
				Connects the specified nodes and ports, even if they can't be connected. Such connection is invalid and will not function properly.
			</description>
		</method>
		<method name="disconnect_nodes">
			<return type="void" />
			<argument index="0" name="type" type="int" enum="VisualShader.Type" />
			<argument index="1" name="from_node" type="int" />
			<argument index="2" name="from_port" type="int" />
			<argument index="3" name="to_node" type="int" />
			<argument index="4" name="to_port" type="int" />
			<description>
				Connects the specified nodes and ports.
			</description>
		</method>
		<method name="get_node" qualifiers="const">
			<return type="VisualShaderNode" />
			<argument index="0" name="type" type="int" enum="VisualShader.Type" />
			<argument index="1" name="id" type="int" />
			<description>
				Returns the shader node instance with specified [code]type[/code] and [code]id[/code].
			</description>
		</method>
		<method name="get_node_connections" qualifiers="const">
			<return type="Array" />
			<argument index="0" name="type" type="int" enum="VisualShader.Type" />
			<description>
				Returns the list of connected nodes with the specified type.
			</description>
		</method>
		<method name="get_node_list" qualifiers="const">
			<return type="PackedInt32Array" />
			<argument index="0" name="type" type="int" enum="VisualShader.Type" />
			<description>
				Returns the list of all nodes in the shader with the specified type.
			</description>
		</method>
		<method name="get_node_position" qualifiers="const">
			<return type="Vector2" />
			<argument index="0" name="type" type="int" enum="VisualShader.Type" />
			<argument index="1" name="id" type="int" />
			<description>
				Returns the position of the specified node within the shader graph.
			</description>
		</method>
		<method name="get_valid_node_id" qualifiers="const">
			<return type="int" />
			<argument index="0" name="type" type="int" enum="VisualShader.Type" />
			<description>
			</description>
		</method>
		<method name="is_node_connection" qualifiers="const">
			<return type="bool" />
			<argument index="0" name="type" type="int" enum="VisualShader.Type" />
			<argument index="1" name="from_node" type="int" />
			<argument index="2" name="from_port" type="int" />
			<argument index="3" name="to_node" type="int" />
			<argument index="4" name="to_port" type="int" />
			<description>
				Returns [code]true[/code] if the specified node and port connection exist.
			</description>
		</method>
		<method name="remove_node">
			<return type="void" />
			<argument index="0" name="type" type="int" enum="VisualShader.Type" />
			<argument index="1" name="id" type="int" />
			<description>
				Removes the specified node from the shader.
			</description>
		</method>
		<method name="replace_node">
			<return type="void" />
			<argument index="0" name="type" type="int" enum="VisualShader.Type" />
			<argument index="1" name="id" type="int" />
			<argument index="2" name="new_class" type="StringName" />
			<description>
				Replaces the specified node with a node of new class type.
			</description>
		</method>
		<method name="set_mode">
			<return type="void" />
			<argument index="0" name="mode" type="int" enum="Shader.Mode" />
			<description>
				Sets the mode of this shader.
			</description>
		</method>
		<method name="set_node_position">
			<return type="void" />
			<argument index="0" name="type" type="int" enum="VisualShader.Type" />
			<argument index="1" name="id" type="int" />
			<argument index="2" name="position" type="Vector2" />
			<description>
				Sets the position of the specified node.
			</description>
		</method>
	</methods>
	<members>
		<member name="engine_version" type="Dictionary" setter="set_engine_version" getter="get_engine_version" default="{}">
			The Godot version this [VisualShader] was designed for, in the form of a [Dictionary] with [code]major[/code] and [code]minor[/code] keys with integer values. Example: [code]{"major": 4, "minor": 0}[/code]
			This is used by the editor to convert visual shaders from older Godot versions.
		</member>
		<member name="graph_offset" type="Vector2" setter="set_graph_offset" getter="get_graph_offset" default="Vector2(0, 0)">
			The offset vector of the whole graph.
		</member>
	</members>
	<constants>
		<constant name="TYPE_VERTEX" value="0" enum="Type">
			A vertex shader, operating on vertices.
		</constant>
		<constant name="TYPE_FRAGMENT" value="1" enum="Type">
			A fragment shader, operating on fragments (pixels).
		</constant>
		<constant name="TYPE_LIGHT" value="2" enum="Type">
			A shader for light calculations.
		</constant>
		<constant name="TYPE_START" value="3" enum="Type">
		</constant>
		<constant name="TYPE_PROCESS" value="4" enum="Type">
		</constant>
		<constant name="TYPE_COLLIDE" value="5" enum="Type">
		</constant>
		<constant name="TYPE_START_CUSTOM" value="6" enum="Type">
		</constant>
		<constant name="TYPE_PROCESS_CUSTOM" value="7" enum="Type">
		</constant>
		<constant name="TYPE_SKY" value="8" enum="Type">
		</constant>
		<constant name="TYPE_FOG" value="9" enum="Type">
			A compute shader that runs for each froxel of the volumetric fog map.
		</constant>
		<constant name="TYPE_MAX" value="10" enum="Type">
			Represents the size of the [enum Type] enum.
		</constant>
		<constant name="NODE_ID_INVALID" value="-1">
		</constant>
		<constant name="NODE_ID_OUTPUT" value="0">
		</constant>
	</constants>
</class>