VisualShaderNodeColorOp

package
v0.0.0-...-568b220 Latest Latest
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Published: Sep 10, 2025 License: MIT Imports: 24 Imported by: 0

Documentation

Overview

Package VisualShaderNodeColorOp provides methods for working with VisualShaderNodeColorOp 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
	AsVisualShaderNodeColorOp() 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]) AsVisualShaderNodeColorOp

func (self *Extension[T]) AsVisualShaderNodeColorOp() 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.VisualShaderNodeColorOp

Applies [member operator] to two color inputs.

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) AsVisualShaderNodeColorOp

func (self Instance) AsVisualShaderNodeColorOp() Instance

func (Instance) ID

func (self Instance) ID() ID

func (Instance) Operator

func (self Instance) Operator() Operator

func (*Instance) SetObject

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

func (Instance) SetOperator

func (self Instance) SetOperator(value Operator)

func (Instance) Virtual

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

type Operator

type Operator int //gd:VisualShaderNodeColorOp.Operator
const (
	/*Produce a screen effect with the following formula:
	  [codeblock]
	  result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
	  [/codeblock]*/
	OpScreen Operator = 0
	/*Produce a difference effect with the following formula:
	  [codeblock]
	  result = abs(a - b);
	  [/codeblock]*/
	OpDifference Operator = 1
	/*Produce a darken effect with the following formula:
	  [codeblock]
	  result = min(a, b);
	  [/codeblock]*/
	OpDarken Operator = 2
	/*Produce a lighten effect with the following formula:
	  [codeblock]
	  result = max(a, b);
	  [/codeblock]*/
	OpLighten Operator = 3
	/*Produce an overlay effect with the following formula:
	  [codeblock]
	  for (int i = 0; i < 3; i++) {
	      float base = a[i];
	      float blend = b[i];
	      if (base < 0.5) {
	          result[i] = 2.0 * base * blend;
	      } else {
	          result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
	      }
	  }
	  [/codeblock]*/
	OpOverlay Operator = 4
	/*Produce a dodge effect with the following formula:
	  [codeblock]
	  result = a / (vec3(1.0) - b);
	  [/codeblock]*/
	OpDodge Operator = 5
	/*Produce a burn effect with the following formula:
	  [codeblock]
	  result = vec3(1.0) - (vec3(1.0) - a) / b;
	  [/codeblock]*/
	OpBurn Operator = 6
	/*Produce a soft light effect with the following formula:
	  [codeblock]
	  for (int i = 0; i < 3; i++) {
	      float base = a[i];
	      float blend = b[i];
	      if (base < 0.5) {
	          result[i] = base * (blend + 0.5);
	      } else {
	          result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
	      }
	  }
	  [/codeblock]*/
	OpSoftLight Operator = 7
	/*Produce a hard light effect with the following formula:
	  [codeblock]
	  for (int i = 0; i < 3; i++) {
	      float base = a[i];
	      float blend = b[i];
	      if (base < 0.5) {
	          result[i] = base * (2.0 * blend);
	      } else {
	          result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
	      }
	  }
	  [/codeblock]*/
	OpHardLight Operator = 8
	/*Represents the size of the [enum Operator] enum.*/
	OpMax Operator = 9
)

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