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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "VisualShaderNodeCubeMap" inherits= "VisualShaderNode" version= "3.6" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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A [CubeMap] sampling node to be used within the visual shader graph.
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</brief_description>
<description >
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Translated to [code]texture(cubemap, vec3)[/code] in the shader language. Returns a color vector and alpha channel as scalar.
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</description>
<tutorials >
</tutorials>
<methods >
</methods>
<members >
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<member name= "cube_map" type= "CubeMap" setter= "set_cube_map" getter= "get_cube_map" >
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The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as [member source].
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</member>
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<member name= "source" type= "int" setter= "set_source" getter= "get_source" enum= "VisualShaderNodeCubeMap.Source" default= "0" >
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Defines which source should be used for the sampling. See [enum Source] for options.
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</member>
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<member name= "texture_type" type= "int" setter= "set_texture_type" getter= "get_texture_type" enum= "VisualShaderNodeCubeMap.TextureType" default= "0" >
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Defines the type of data provided by the source texture. See [enum TextureType] for options.
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</member>
</members>
<constants >
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<constant name= "SOURCE_TEXTURE" value= "0" enum= "Source" >
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Use the [CubeMap] set via [member cube_map]. If this is set to [member source], the [code]samplerCube[/code] port is ignored.
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</constant>
<constant name= "SOURCE_PORT" value= "1" enum= "Source" >
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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.
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</constant>
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<constant name= "TYPE_DATA" value= "0" enum= "TextureType" >
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No hints are added to the uniform declaration.
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</constant>
<constant name= "TYPE_COLOR" value= "1" enum= "TextureType" >
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Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
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</constant>
<constant name= "TYPE_NORMALMAP" value= "2" enum= "TextureType" >
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Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
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</constant>
</constants>
</class>