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).
63 lines
3.4 KiB
XML
63 lines
3.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeTexture" inherits="VisualShaderNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Performs a 2D texture lookup within the visual shader graph.
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</brief_description>
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<description>
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Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from.
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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="source" type="int" setter="set_source" getter="get_source" enum="VisualShaderNodeTexture.Source" default="0">
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Determines the source for the lookup. See [enum Source] for options.
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</member>
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<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
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The source texture, if needed for the selected [member source].
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</member>
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<member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTexture.TextureType" default="0">
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Specifies the type of the texture if [member source] is set to [constant SOURCE_TEXTURE]. See [enum TextureType] for options.
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</member>
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</members>
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<constants>
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<constant name="SOURCE_TEXTURE" value="0" enum="Source">
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Use the texture given as an argument for this function.
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</constant>
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<constant name="SOURCE_SCREEN" value="1" enum="Source">
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Use the current viewport's texture as the source.
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</constant>
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<constant name="SOURCE_2D_TEXTURE" value="2" enum="Source">
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Use the texture from this shader's texture built-in (e.g. a texture of a [Sprite2D]).
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</constant>
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<constant name="SOURCE_2D_NORMAL" value="3" enum="Source">
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Use the texture from this shader's normal map built-in.
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</constant>
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<constant name="SOURCE_DEPTH" value="4" enum="Source">
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Use the depth texture captured during the depth prepass. Only available when the depth prepass is used (i.e. in spatial shaders and in the forward_plus or gl_compatibility renderers).
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</constant>
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<constant name="SOURCE_PORT" value="5" enum="Source">
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Use the texture provided in the input port for this function.
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</constant>
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<constant name="SOURCE_3D_NORMAL" value="6" enum="Source">
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Use the normal buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).
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</constant>
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<constant name="SOURCE_ROUGHNESS" value="7" enum="Source">
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Use the roughness buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).
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</constant>
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<constant name="SOURCE_MAX" value="8" enum="Source">
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Represents the size of the [enum Source] enum.
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</constant>
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<constant name="TYPE_DATA" value="0" enum="TextureType">
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No hints are added to the uniform declaration.
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</constant>
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<constant name="TYPE_COLOR" value="1" enum="TextureType">
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Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
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</constant>
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<constant name="TYPE_NORMAL_MAP" value="2" enum="TextureType">
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Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
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</constant>
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<constant name="TYPE_MAX" value="3" enum="TextureType">
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Represents the size of the [enum TextureType] enum.
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</constant>
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</constants>
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</class>
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