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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Shader" inherits= "Resource" version= "3.4" >
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<brief_description >
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A custom shader program.
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</brief_description>
<description >
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This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
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</description>
<tutorials >
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<link > https://docs.godotengine.org/en/3.4/tutorials/shading/index.html</link>
<link > https://docs.godotengine.org/en/3.4/tutorials/shading/your_first_shader/what_are_shaders.html</link>
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</tutorials>
<methods >
<method name= "get_default_texture_param" qualifiers= "const" >
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<return type= "Texture" />
<argument index= "0" name= "param" type= "String" />
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<description >
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Returns the texture that is set as default for the specified parameter.
[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
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</description>
</method>
<method name= "get_mode" qualifiers= "const" >
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<return type= "int" enum= "Shader.Mode" />
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<description >
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Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], [constant MODE_SPATIAL] or [constant MODE_PARTICLES].
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</description>
</method>
<method name= "has_param" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "name" type= "String" />
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<description >
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Returns [code]true[/code] if the shader has this param defined as a uniform in its code.
[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
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</description>
</method>
<method name= "set_default_texture_param" >
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<return type= "void" />
<argument index= "0" name= "param" type= "String" />
<argument index= "1" name= "texture" type= "Texture" />
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<description >
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Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the [ShaderMaterial].
[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
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</description>
</method>
</methods>
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<members >
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<member name= "code" type= "String" setter= "set_code" getter= "get_code" default= """" >
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Returns the shader's code as the user has written it, not the full generated code used internally.
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</member>
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<member name= "custom_defines" type= "String" setter= "set_custom_defines" getter= "get_custom_defines" default= """" >
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Returns the shader's custom defines. Custom defines can be used in Godot to add GLSL preprocessor directives (e.g: extensions) required for the shader logic.
[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so care should be taken when using them.
</member>
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</members>
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<constants >
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<constant name= "MODE_SPATIAL" value= "0" enum= "Mode" >
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Mode used to draw all 3D objects.
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</constant>
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<constant name= "MODE_CANVAS_ITEM" value= "1" enum= "Mode" >
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Mode used to draw all 2D objects.
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</constant>
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<constant name= "MODE_PARTICLES" value= "2" enum= "Mode" >
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Mode used to calculate particle information on a per-particle basis. Not used for drawing.
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</constant>
</constants>
</class>