doc: Sync classref with current source
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@ -55,7 +55,7 @@
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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=""#define MAX_LIGHT_DATA_STRUCTS 409#define MAX_FORWARD_LIGHTS 8#define MAX_REFLECTION_DATA_STRUCTS 455#define MAX_SKELETON_BONES 1365"">
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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.
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[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so care should be taken when using them.
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</member>
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@ -193,7 +193,6 @@
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</method>
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</methods>
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<members>
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<member name="code" type="String" setter="set_code" getter="get_code" override="true" default=""shader_type spatial;void vertex() {// Output:0}void fragment() {// Output:0}void light() {// Output:0}"" />
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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>
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@ -1428,6 +1428,8 @@ void VisualShader::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
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ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
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BIND_ENUM_CONSTANT(TYPE_VERTEX);
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BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
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BIND_ENUM_CONSTANT(TYPE_LIGHT);
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