doc: Sync classref with current source

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Rémi Verschelde 2020-09-08 14:20:53 +02:00
parent c5f6d2097b
commit 4a9264271d
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3 changed files with 3 additions and 2 deletions

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@ -55,7 +55,7 @@
<member name="code" type="String" setter="set_code" getter="get_code" default="&quot;&quot;">
Returns the shader's code as the user has written it, not the full generated code used internally.
</member>
<member name="custom_defines" type="String" setter="set_custom_defines" getter="get_custom_defines" default="&quot;#define MAX_LIGHT_DATA_STRUCTS 409#define MAX_FORWARD_LIGHTS 8#define MAX_REFLECTION_DATA_STRUCTS 455#define MAX_SKELETON_BONES 1365&quot;">
<member name="custom_defines" type="String" setter="set_custom_defines" getter="get_custom_defines" default="&quot;&quot;">
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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@ -193,7 +193,6 @@
</method>
</methods>
<members>
<member name="code" type="String" setter="set_code" getter="get_code" override="true" default="&quot;shader_type spatial;void vertex() {// Output:0}void fragment() {// Output:0}void light() {// Output:0}&quot;" />
<member name="graph_offset" type="Vector2" setter="set_graph_offset" getter="get_graph_offset" default="Vector2( 0, 0 )">
The offset vector of the whole graph.
</member>

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@ -1428,6 +1428,8 @@ void VisualShader::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
BIND_ENUM_CONSTANT(TYPE_VERTEX);
BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
BIND_ENUM_CONSTANT(TYPE_LIGHT);