VisualShaderNodeTexture

package
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Published: Sep 9, 2025 License: MIT Imports: 25 Imported by: 0

Documentation

Overview

Package VisualShaderNodeTexture provides methods for working with VisualShaderNodeTexture object instances.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsVisualShaderNodeTexture() Instance
}

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsRefCounted

func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted

func (*Extension[T]) AsResource

func (self *Extension[T]) AsResource() Resource.Instance

func (*Extension[T]) AsVisualShaderNode

func (self *Extension[T]) AsVisualShaderNode() VisualShaderNode.Instance

func (*Extension[T]) AsVisualShaderNodeTexture

func (self *Extension[T]) AsVisualShaderNodeTexture() Instance

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

type Instance [1]gdclass.VisualShaderNodeTexture

Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) AsResource

func (self Instance) AsResource() Resource.Instance

func (Instance) AsVisualShaderNode

func (self Instance) AsVisualShaderNode() VisualShaderNode.Instance

func (Instance) AsVisualShaderNodeTexture

func (self Instance) AsVisualShaderNodeTexture() Instance

func (Instance) ID

func (self Instance) ID() ID

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) SetSource

func (self Instance) SetSource(value Source)

func (Instance) SetTexture

func (self Instance) SetTexture(value Texture2D.Instance)

func (Instance) SetTextureType

func (self Instance) SetTextureType(value TextureType)

func (Instance) Source

func (self Instance) Source() Source

func (Instance) Texture

func (self Instance) Texture() Texture2D.Instance

func (Instance) TextureType

func (self Instance) TextureType() TextureType

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type Source

type Source int //gd:VisualShaderNodeTexture.Source
const (
	/*Use the texture given as an argument for this function.*/
	SourceTexture Source = 0
	/*Use the current viewport's texture as the source.*/
	SourceScreen Source = 1
	/*Use the texture from this shader's texture built-in (e.g. a texture of a [Sprite2D]).*/
	Source2dTexture Source = 2
	/*Use the texture from this shader's normal map built-in.*/
	Source2dNormal Source = 3
	/*Use the depth texture captured during the depth prepass. Only available when the depth prepass is used (i.e. in spatial shaders and in the forward_plus or gl_compatibility renderers).*/
	SourceDepth Source = 4
	/*Use the texture provided in the input port for this function.*/
	SourcePort Source = 5
	/*Use the normal buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).*/
	Source3dNormal Source = 6
	/*Use the roughness buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).*/
	SourceRoughness Source = 7
	/*Represents the size of the [enum Source] enum.*/
	SourceMax Source = 8
)

type TextureType

type TextureType int //gd:VisualShaderNodeTexture.TextureType
const (
	/*No hints are added to the uniform declaration.*/
	TypeData TextureType = 0
	/*Adds [code]source_color[/code] as hint to the uniform declaration for proper sRGB to linear conversion.*/
	TypeColor TextureType = 1
	/*Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.*/
	TypeNormalMap TextureType = 2
	/*Represents the size of the [enum TextureType] enum.*/
	TypeMax TextureType = 3
)

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