For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
(cherry picked from commit 7adf4cc9b5
)
66 lines
3.1 KiB
XML
66 lines
3.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Shader" inherits="Resource" version="3.4">
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<brief_description>
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A custom shader program.
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</brief_description>
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<description>
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This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/3.3/tutorials/shading/index.html</link>
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<link>https://docs.godotengine.org/en/3.3/tutorials/shading/your_first_shader/what_are_shaders.html</link>
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</tutorials>
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<methods>
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<method name="get_default_texture_param" qualifiers="const">
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<return type="Texture" />
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<argument index="0" name="param" type="String" />
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<description>
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Returns the texture that is set as default for the specified parameter.
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[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
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</description>
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</method>
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<method name="get_mode" qualifiers="const">
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<return type="int" enum="Shader.Mode" />
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<description>
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Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], [constant MODE_SPATIAL] or [constant MODE_PARTICLES].
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</description>
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</method>
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<method name="has_param" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="name" type="String" />
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<description>
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Returns [code]true[/code] if the shader has this param defined as a uniform in its code.
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[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
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</description>
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</method>
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<method name="set_default_texture_param">
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<return type="void" />
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<argument index="0" name="param" type="String" />
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<argument index="1" name="texture" type="Texture" />
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<description>
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Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the [ShaderMaterial].
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[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
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</description>
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</method>
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</methods>
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<members>
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<member name="code" type="String" setter="set_code" getter="get_code" default="""">
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Returns the shader's code as the user has written it, not the full generated code used internally.
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</member>
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<member name="custom_defines" type="String" setter="set_custom_defines" getter="get_custom_defines" default="""">
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Returns the shader's custom defines. Custom defines can be used in Godot to add GLSL preprocessor directives (e.g: extensions) required for the shader logic.
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[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so care should be taken when using them.
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</member>
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</members>
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<constants>
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<constant name="MODE_SPATIAL" value="0" enum="Mode">
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Mode used to draw all 3D objects.
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</constant>
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<constant name="MODE_CANVAS_ITEM" value="1" enum="Mode">
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Mode used to draw all 2D objects.
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</constant>
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<constant name="MODE_PARTICLES" value="2" enum="Mode">
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Mode used to calculate particle information on a per-particle basis. Not used for drawing.
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</constant>
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</constants>
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</class>
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