godot/doc/classes/VisualShaderNodeCubemap.xml
2020-12-29 08:04:19 +00:00

42 lines
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeCubemap" inherits="VisualShaderNode" version="4.0">
<brief_description>
A [Cubemap] sampling node to be used within the visual shader graph.
</brief_description>
<description>
Translated to [code]texture(cubemap, vec3)[/code] in the shader language. Returns a color vector and alpha channel as scalar.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="cube_map" type="Cubemap" setter="set_cube_map" getter="get_cube_map">
The [Cubemap] texture to sample when using [constant SOURCE_TEXTURE] as [member source].
</member>
<member name="source" type="int" setter="set_source" getter="get_source" enum="VisualShaderNodeCubemap.Source" default="0">
Defines which source should be used for the sampling. See [enum Source] for options.
</member>
<member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeCubemap.TextureType" default="0">
Defines the type of data provided by the source texture. See [enum TextureType] for options.
</member>
</members>
<constants>
<constant name="SOURCE_TEXTURE" value="0" enum="Source">
Use the [Cubemap] set via [member cube_map]. If this is set to [member source], the [code]samplerCube[/code] port is ignored.
</constant>
<constant name="SOURCE_PORT" value="1" enum="Source">
Use the [Cubemap] sampler reference passed via the [code]samplerCube[/code] port. If this is set to [member source], the [member cube_map] texture is ignored.
</constant>
<constant name="TYPE_DATA" value="0" enum="TextureType">
No hints are added to the uniform declaration.
</constant>
<constant name="TYPE_COLOR" value="1" enum="TextureType">
Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
</constant>
<constant name="TYPE_NORMAL_MAP" value="2" enum="TextureType">
Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
</constant>
</constants>
</class>