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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
18 lines
1.2 KiB
XML
18 lines
1.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeExpression" inherits="VisualShaderNodeGroupBase" version="4.0" 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 amount 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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