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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
32 lines
1.5 KiB
XML
32 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeInput" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Represents the input shader parameter within the visual shader graph.
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</brief_description>
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<description>
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Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link).
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</description>
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<tutorials>
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<link title="Shading reference index">$DOCS_URL/tutorials/shaders/shader_reference/index.html</link>
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</tutorials>
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<methods>
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<method name="get_input_real_name" qualifiers="const">
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<return type="String" />
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<description>
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Returns a translated name of the current constant in the Godot Shader Language. E.g. [code]"ALBEDO"[/code] if the [member input_name] equal to [code]"albedo"[/code].
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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="input_name" type="String" setter="set_input_name" getter="get_input_name" default=""[None]"">
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One of the several input constants in lower-case style like: "vertex"([code]VERTEX[/code]) or "point_size"([code]POINT_SIZE[/code]).
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</member>
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</members>
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<signals>
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<signal name="input_type_changed">
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<description>
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Emitted when input is changed via [member input_name].
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</description>
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</signal>
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</signals>
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</class>
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