Documentation
¶
Overview ¶
This node is only available in Fragment and Light visual shaders.
Index ¶
- type Advanced
- type Any
- type Extension
- func (self *Extension[T]) AsObject() [1]gd.Object
- func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
- func (self *Extension[T]) AsResource() Resource.Instance
- func (self *Extension[T]) AsVisualShaderNode() VisualShaderNode.Instance
- func (self *Extension[T]) AsVisualShaderNodeDerivativeFunc() Instance
- type Function
- type ID
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsVisualShaderNode() VisualShaderNode.Instance
- func (self Instance) AsVisualShaderNodeDerivativeFunc() Instance
- func (self Instance) Function() Function
- func (self Instance) ID() ID
- func (self Instance) OpType() OpType
- func (self Instance) Precision() Precision
- func (self Instance) SetFunction(value Function)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetOpType(value OpType)
- func (self Instance) SetPrecision(value Precision)
- func (self Instance) Virtual(name string) reflect.Value
- type OpType
- type Precision
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 Extension ¶
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]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsResource ¶
func (*Extension[T]) AsVisualShaderNode ¶
func (self *Extension[T]) AsVisualShaderNode() VisualShaderNode.Instance
func (*Extension[T]) AsVisualShaderNodeDerivativeFunc ¶
type 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.
type Instance ¶
type Instance [1]gdclass.VisualShaderNodeDerivativeFunc
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) AsVisualShaderNode ¶
func (self Instance) AsVisualShaderNode() VisualShaderNode.Instance
func (Instance) AsVisualShaderNodeDerivativeFunc ¶
func (Instance) SetFunction ¶
func (Instance) SetPrecision ¶
type Precision ¶
type Precision int //gd:VisualShaderNodeDerivativeFunc.Precision
const ( // No precision is specified, the GPU driver is allowed to use whatever level of precision it chooses. This is the default option and is equivalent to using dFdx() or dFdy() in text shaders. PrecisionNone Precision = 0 // The derivative will be calculated using the current fragment's neighbors (which may not include the current fragment). This tends to be faster than using [PrecisionFine], but may not be suitable when more precision is needed. This is equivalent to using dFdxCoarse() or dFdyCoarse() in text shaders. PrecisionCoarse Precision = 1 // The derivative will be calculated using the current fragment and its immediate neighbors. This tends to be slower than using [PrecisionCoarse], but may be necessary when more precision is needed. This is equivalent to using dFdxFine() or dFdyFine() in text shaders. PrecisionFine Precision = 2 // Represents the size of the [Precision] enum. PrecisionMax Precision = 3 )