Documentation
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Overview ¶
UV functions are similar to Vector2.XY functions, but the input port of this node uses the shader's UV value by default.
Index ¶
- type Advanced
- type Any
- type Extension
- 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) AsVisualShaderNodeUVFunc() Instance
- func (self Instance) Function() Function
- func (self Instance) ID() ID
- func (self Instance) SetFunction(value Function)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) Virtual(name string) reflect.Value
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]) AsVisualShaderNodeUVFunc ¶
type Function ¶
type Function int //gd:VisualShaderNodeUVFunc.Function
const ( // Translates uv by using scale and offset values using the following formula: uv = uv + offset * scale. uv port is connected to UV built-in by default. FuncPanning Function = 0 // Scales uv by using scale and pivot values using the following formula: uv = (uv - pivot) * scale + pivot. uv port is connected to UV built-in by default. FuncScaling Function = 1 // Represents the size of the [Function] enum. FuncMax Function = 2 )
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.VisualShaderNodeUVFunc
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) AsVisualShaderNodeUVFunc ¶
func (Instance) SetFunction ¶
SetFunction sets the property returned by [GetFunction].