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https://github.com/godotengine/godot
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81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
99 lines
3.2 KiB
XML
99 lines
3.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeColorOp" inherits="VisualShaderNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A [Color] operator to be used within the visual shader graph.
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</brief_description>
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<description>
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Applies [member operator] to two color inputs.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeColorOp.Operator" default="0">
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An operator to be applied to the inputs. See [enum Operator] for options.
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</member>
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</members>
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<constants>
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<constant name="OP_SCREEN" value="0" enum="Operator">
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Produce a screen effect with the following formula:
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[codeblock]
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result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
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[/codeblock]
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</constant>
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<constant name="OP_DIFFERENCE" value="1" enum="Operator">
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Produce a difference effect with the following formula:
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[codeblock]
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result = abs(a - b);
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[/codeblock]
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</constant>
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<constant name="OP_DARKEN" value="2" enum="Operator">
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Produce a darken effect with the following formula:
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[codeblock]
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result = min(a, b);
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[/codeblock]
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</constant>
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<constant name="OP_LIGHTEN" value="3" enum="Operator">
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Produce a lighten effect with the following formula:
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[codeblock]
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result = max(a, b);
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[/codeblock]
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</constant>
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<constant name="OP_OVERLAY" value="4" enum="Operator">
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Produce an overlay effect with the following formula:
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[codeblock]
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for (int i = 0; i < 3; i++) {
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float base = a[i];
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float blend = b[i];
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if (base < 0.5) {
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result[i] = 2.0 * base * blend;
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} else {
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result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
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}
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}
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[/codeblock]
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</constant>
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<constant name="OP_DODGE" value="5" enum="Operator">
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Produce a dodge effect with the following formula:
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[codeblock]
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result = a / (vec3(1.0) - b);
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[/codeblock]
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</constant>
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<constant name="OP_BURN" value="6" enum="Operator">
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Produce a burn effect with the following formula:
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[codeblock]
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result = vec3(1.0) - (vec3(1.0) - a) / b;
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[/codeblock]
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</constant>
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<constant name="OP_SOFT_LIGHT" value="7" enum="Operator">
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Produce a soft light effect with the following formula:
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[codeblock]
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for (int i = 0; i < 3; i++) {
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float base = a[i];
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float blend = b[i];
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if (base < 0.5) {
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result[i] = base * (blend + 0.5);
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} else {
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result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
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}
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}
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[/codeblock]
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</constant>
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<constant name="OP_HARD_LIGHT" value="8" enum="Operator">
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Produce a hard light effect with the following formula:
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[codeblock]
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for (int i = 0; i < 3; i++) {
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float base = a[i];
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float blend = b[i];
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if (base < 0.5) {
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result[i] = base * (2.0 * blend);
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} else {
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result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
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}
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}
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[/codeblock]
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</constant>
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<constant name="OP_MAX" value="9" enum="Operator">
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Represents the size of the [enum Operator] enum.
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</constant>
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</constants>
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</class>
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