Shader source code (used by [RenderingDevice]).
Shader source code in text form.
See also [RDShaderFile]. [RDShaderSource] is only meant to be used with the [RenderingDevice] API. It should not be confused with Godot's own [Shader] resource, which is what Godot's various nodes use for high-level shader programming.
Returns source code for the specified shader [param stage]. Equivalent to getting one of [member source_compute], [member source_fragment], [member source_tesselation_control], [member source_tesselation_evaluation] or [member source_vertex].
Sets [param source] code for the specified shader [param stage]. Equivalent to setting one of [member source_compute], [member source_fragment], [member source_tesselation_control], [member source_tesselation_evaluation] or [member source_vertex].
[b]Note:[/b] If you set the compute shader source code using this method directly, remember to remove the Godot-specific hint [code]#[compute][/code].
The language the shader is written in.
Source code for the shader's compute stage.
Source code for the shader's fragment stage.
Source code for the shader's tessellation control stage.
Source code for the shader's tessellation evaluation stage.
Source code for the shader's vertex stage.