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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "VisualShader" inherits= "Shader" 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 shader program with a visual editor.
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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 for various materials to render objects.
The visual shader editor creates the shader.
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</description>
<tutorials >
</tutorials>
<methods >
<method name= "add_node" >
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<return type= "void" />
<argument index= "0" name= "type" type= "int" enum= "VisualShader.Type" />
<argument index= "1" name= "node" type= "VisualShaderNode" />
<argument index= "2" name= "position" type= "Vector2" />
<argument index= "3" name= "id" type= "int" />
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<description >
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Adds the specified node to the shader.
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</description>
</method>
<method name= "can_connect_nodes" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "type" type= "int" enum= "VisualShader.Type" />
<argument index= "1" name= "from_node" type= "int" />
<argument index= "2" name= "from_port" type= "int" />
<argument index= "3" name= "to_node" type= "int" />
<argument index= "4" name= "to_port" type= "int" />
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<description >
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Returns [code]true[/code] if the specified nodes and ports can be connected together.
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</description>
</method>
<method name= "connect_nodes" >
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<return type= "int" enum= "Error" />
<argument index= "0" name= "type" type= "int" enum= "VisualShader.Type" />
<argument index= "1" name= "from_node" type= "int" />
<argument index= "2" name= "from_port" type= "int" />
<argument index= "3" name= "to_node" type= "int" />
<argument index= "4" name= "to_port" type= "int" />
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<description >
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Connects the specified nodes and ports.
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</description>
</method>
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<method name= "connect_nodes_forced" >
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<return type= "void" />
<argument index= "0" name= "type" type= "int" enum= "VisualShader.Type" />
<argument index= "1" name= "from_node" type= "int" />
<argument index= "2" name= "from_port" type= "int" />
<argument index= "3" name= "to_node" type= "int" />
<argument index= "4" name= "to_port" type= "int" />
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<description >
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Connects the specified nodes and ports, even if they can't be connected. Such connection is invalid and will not function properly.
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</description>
</method>
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<method name= "disconnect_nodes" >
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<return type= "void" />
<argument index= "0" name= "type" type= "int" enum= "VisualShader.Type" />
<argument index= "1" name= "from_node" type= "int" />
<argument index= "2" name= "from_port" type= "int" />
<argument index= "3" name= "to_node" type= "int" />
<argument index= "4" name= "to_port" type= "int" />
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<description >
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Connects the specified nodes and ports.
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</description>
</method>
<method name= "get_node" qualifiers= "const" >
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<return type= "VisualShaderNode" />
<argument index= "0" name= "type" type= "int" enum= "VisualShader.Type" />
<argument index= "1" name= "id" type= "int" />
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<description >
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Returns the shader node instance with specified [code]type[/code] and [code]id[/code].
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</description>
</method>
<method name= "get_node_connections" qualifiers= "const" >
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<return type= "Array" />
<argument index= "0" name= "type" type= "int" enum= "VisualShader.Type" />
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<description >
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Returns the list of connected nodes with the specified type.
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</description>
</method>
<method name= "get_node_list" qualifiers= "const" >
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<return type= "PackedInt32Array" />
<argument index= "0" name= "type" type= "int" enum= "VisualShader.Type" />
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<description >
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Returns the list of all nodes in the shader with the specified type.
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</description>
</method>
<method name= "get_node_position" qualifiers= "const" >
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<return type= "Vector2" />
<argument index= "0" name= "type" type= "int" enum= "VisualShader.Type" />
<argument index= "1" name= "id" type= "int" />
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<description >
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Returns the position of the specified node within the shader graph.
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</description>
</method>
<method name= "get_valid_node_id" qualifiers= "const" >
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<return type= "int" />
<argument index= "0" name= "type" type= "int" enum= "VisualShader.Type" />
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<description >
</description>
</method>
<method name= "is_node_connection" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "type" type= "int" enum= "VisualShader.Type" />
<argument index= "1" name= "from_node" type= "int" />
<argument index= "2" name= "from_port" type= "int" />
<argument index= "3" name= "to_node" type= "int" />
<argument index= "4" name= "to_port" type= "int" />
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<description >
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Returns [code]true[/code] if the specified node and port connection exist.
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</description>
</method>
<method name= "remove_node" >
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<return type= "void" />
<argument index= "0" name= "type" type= "int" enum= "VisualShader.Type" />
<argument index= "1" name= "id" type= "int" />
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<description >
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Removes the specified node from the shader.
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</description>
</method>
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<method name= "replace_node" >
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<return type= "void" />
<argument index= "0" name= "type" type= "int" enum= "VisualShader.Type" />
<argument index= "1" name= "id" type= "int" />
<argument index= "2" name= "new_class" type= "StringName" />
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<description >
Replaces the specified node with a node of new class type.
</description>
</method>
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<method name= "set_mode" >
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<return type= "void" />
<argument index= "0" name= "mode" type= "int" enum= "Shader.Mode" />
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<description >
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Sets the mode of this shader.
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</description>
</method>
<method name= "set_node_position" >
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<return type= "void" />
<argument index= "0" name= "type" type= "int" enum= "VisualShader.Type" />
<argument index= "1" name= "id" type= "int" />
<argument index= "2" name= "position" type= "Vector2" />
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<description >
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Sets the position of the specified node.
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</description>
</method>
</methods>
<members >
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<member name= "engine_version" type= "Dictionary" setter= "set_engine_version" getter= "get_engine_version" default= "{}" >
The Godot version this [VisualShader] was designed for, in the form of a [Dictionary] with [code]major[/code] and [code]minor[/code] keys with integer values. Example: [code]{"major": 4, "minor": 0}[/code]
This is used by the editor to convert visual shaders from older Godot versions.
</member>
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<member name= "graph_offset" type= "Vector2" setter= "set_graph_offset" getter= "get_graph_offset" default= "Vector2(0, 0)" >
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The offset vector of the whole graph.
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</member>
</members>
<constants >
<constant name= "TYPE_VERTEX" value= "0" enum= "Type" >
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A vertex shader, operating on vertices.
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</constant>
<constant name= "TYPE_FRAGMENT" value= "1" enum= "Type" >
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A fragment shader, operating on fragments (pixels).
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</constant>
<constant name= "TYPE_LIGHT" value= "2" enum= "Type" >
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A shader for light calculations.
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</constant>
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<constant name= "TYPE_START" value= "3" enum= "Type" >
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</constant>
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<constant name= "TYPE_PROCESS" value= "4" enum= "Type" >
</constant>
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<constant name= "TYPE_COLLIDE" value= "5" enum= "Type" >
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</constant>
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<constant name= "TYPE_START_CUSTOM" value= "6" enum= "Type" >
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</constant>
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<constant name= "TYPE_PROCESS_CUSTOM" value= "7" enum= "Type" >
</constant>
<constant name= "TYPE_SKY" value= "8" enum= "Type" >
</constant>
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<constant name= "TYPE_FOG" value= "9" enum= "Type" >
A compute shader that runs for each froxel of the volumetric fog map.
</constant>
<constant name= "TYPE_MAX" value= "10" enum= "Type" >
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Represents the size of the [enum Type] enum.
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</constant>
<constant name= "NODE_ID_INVALID" value= "-1" >
</constant>
<constant name= "NODE_ID_OUTPUT" value= "0" >
</constant>
</constants>
</class>