virtualx-engine/modules/mono/editor/script_templates/VisualShaderNodeCustom/basic.cs
Rémi Verschelde c9b75431f3 Refactor GDScript/C# script templates logic to be editor-only
Not a full refactor as it still goes through ScriptLanguage so it's hacky,
but at least it can now compile without this.
2022-03-28 16:21:00 +02:00

62 lines
1.1 KiB
C#

// meta-description: Visual shader's node plugin template
using _BINDINGS_NAMESPACE_;
using System;
public partial class VisualShaderNode_CLASS_ : _BASE_
{
public override string _GetName()
{
return "_CLASS_";
}
public override string _GetCategory()
{
return "";
}
public override string _GetDescription()
{
return "";
}
public override int _GetReturnIconType()
{
return 0;
}
public override int _GetInputPortCount()
{
return 0;
}
public override string _GetInputPortName(int port)
{
return "";
}
public override int _GetInputPortType(int port)
{
return 0;
}
public override int _GetOutputPortCount()
{
return 1;
}
public override string _GetOutputPortName(int port)
{
return "result";
}
public override int _GetOutputPortType(int port)
{
return 0;
}
public override string _GetCode(Godot.Collections.Array inputVars, Godot.Collections.Array outputVars, Shader.Mode mode, VisualShader.Type type)
{
return "";
}
}