godot/doc/classes/VisualShaderNodeColorFunc.xml

41 lines
1.4 KiB
XML
Raw Normal View History

2019-04-15 20:49:41 +08:00
<?xml version="1.0" encoding="UTF-8" ?>
2020-02-01 09:03:48 +08:00
<class name="VisualShaderNodeColorFunc" inherits="VisualShaderNode" version="4.0">
2019-04-15 20:49:41 +08:00
<brief_description>
A [Color] function to be used within the visual shader graph.
2019-04-15 20:49:41 +08:00
</brief_description>
<description>
Accept a [Color] to the input port and transform it according to [member function].
2019-04-15 20:49:41 +08:00
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeColorFunc.Function" default="0">
A function to be applied to the input color. See [enum Function] for options.
2019-04-15 20:49:41 +08:00
</member>
</members>
<constants>
<constant name="FUNC_GRAYSCALE" value="0" enum="Function">
Converts the color to grayscale using the following formula:
[codeblock]
vec3 c = input;
float max1 = max(c.r, c.g);
float max2 = max(max1, c.b);
float max3 = max(max1, max2);
return vec3(max3, max3, max3);
[/codeblock]
2019-04-15 20:49:41 +08:00
</constant>
<constant name="FUNC_SEPIA" value="1" enum="Function">
Applies sepia tone effect using the following formula:
[codeblock]
vec3 c = input;
float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);
float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);
float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);
return vec3(r, g, b);
[/codeblock]
2019-04-15 20:49:41 +08:00
</constant>
</constants>
</class>