81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
17 lines
1.2 KiB
XML
17 lines
1.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeExpression" inherits="VisualShaderNodeGroupBase" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A custom visual shader graph expression written in Godot Shading Language.
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</brief_description>
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<description>
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Custom Godot Shading Language expression, with a custom number of input and output ports.
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The provided code is directly injected into the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), so it cannot be used to declare functions, varyings, uniforms, or global constants. See [VisualShaderNodeGlobalExpression] for such global definitions.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="expression" type="String" setter="set_expression" getter="get_expression" default="""">
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An expression in Godot Shading Language, which will be injected at the start of the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), and thus cannot be used to declare functions, varyings, uniforms, or global constants.
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</member>
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</members>
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</class>
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