godot/doc/classes/VisualShaderNodeDerivativeFunc.xml
Rémi Verschelde 1c1524a651
Bump version to 4.1-dev
Can't stop, won't stop, they said, huh?
2023-03-01 01:44:37 +01:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeDerivativeFunc" inherits="VisualShaderNode" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Calculates a derivative within the visual shader graph.
</brief_description>
<description>
This node is only available in [code]Fragment[/code] and [code]Light[/code] visual shaders.
</description>
<tutorials>
</tutorials>
<members>
<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeDerivativeFunc.Function" default="0">
A derivative function type. See [enum Function] for options.
</member>
<member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeDerivativeFunc.OpType" default="0">
A type of operands and returned value. See [enum OpType] for options.
</member>
<member name="precision" type="int" setter="set_precision" getter="get_precision" enum="VisualShaderNodeDerivativeFunc.Precision" default="0">
Sets the level of precision to use for the derivative function. See [enum Precision] for options. When using the GL Compatibility renderer, this setting has no effect.
</member>
</members>
<constants>
<constant name="OP_TYPE_SCALAR" value="0" enum="OpType">
A floating-point scalar.
</constant>
<constant name="OP_TYPE_VECTOR_2D" value="1" enum="OpType">
A 2D vector type.
</constant>
<constant name="OP_TYPE_VECTOR_3D" value="2" enum="OpType">
A 3D vector type.
</constant>
<constant name="OP_TYPE_VECTOR_4D" value="3" enum="OpType">
A 4D vector type.
</constant>
<constant name="OP_TYPE_MAX" value="4" enum="OpType">
Represents the size of the [enum OpType] enum.
</constant>
<constant name="FUNC_SUM" value="0" enum="Function">
Sum of absolute derivative in [code]x[/code] and [code]y[/code].
</constant>
<constant name="FUNC_X" value="1" enum="Function">
Derivative in [code]x[/code] using local differencing.
</constant>
<constant name="FUNC_Y" value="2" enum="Function">
Derivative in [code]y[/code] using local differencing.
</constant>
<constant name="FUNC_MAX" value="3" enum="Function">
Represents the size of the [enum Function] enum.
</constant>
<constant name="PRECISION_NONE" value="0" enum="Precision">
No precision is specified, the GPU driver is allowed to use whatever level of precision it chooses. This is the default option and is equivalent to using [code]dFdx()[/code] or [code]dFdy()[/code] in text shaders.
</constant>
<constant name="PRECISION_COARSE" value="1" enum="Precision">
The derivative will be calculated using the current fragment's neighbors (which may not include the current fragment). This tends to be faster than using [constant PRECISION_FINE], but may not be suitable when more precision is needed. This is equivalent to using [code]dFdxCoarse()[/code] or [code]dFdyCoarse()[/code] in text shaders.
</constant>
<constant name="PRECISION_FINE" value="2" enum="Precision">
The derivative will be calculated using the current fragment and its immediate neighbors. This tends to be slower than using [constant PRECISION_COARSE], but may be necessary when more precision is needed. This is equivalent to using [code]dFdxFine()[/code] or [code]dFdyFine()[/code] in text shaders.
</constant>
<constant name="PRECISION_MAX" value="3" enum="Precision">
Represents the size of the [enum Precision] enum.
</constant>
</constants>
</class>