godot/doc/classes/VisualShaderNodeUVFunc.xml
Rémi Verschelde 81064cc239
Doctool: Remove version attribute from XML header
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).
2023-07-06 10:08:21 +02:00

27 lines
1.5 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeUVFunc" inherits="VisualShaderNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Contains functions to modify texture coordinates ([code]uv[/code]) to be used within the visual shader graph.
</brief_description>
<description>
UV functions are similar to [Vector2] functions, but the input port of this node uses the shader's UV value by default.
</description>
<tutorials>
</tutorials>
<members>
<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeUVFunc.Function" default="0">
A function to be applied to the texture coordinates. See [enum Function] for options.
</member>
</members>
<constants>
<constant name="FUNC_PANNING" value="0" enum="Function">
Translates [code]uv[/code] by using [code]scale[/code] and [code]offset[/code] values using the following formula: [code]uv = uv + offset * scale[/code]. [code]uv[/code] port is connected to [code]UV[/code] built-in by default.
</constant>
<constant name="FUNC_SCALING" value="1" enum="Function">
Scales [code]uv[/code] by using [code]scale[/code] and [code]pivot[/code] values using the following formula: [code]uv = (uv - pivot) * scale + pivot[/code]. [code]uv[/code] port is connected to [code]UV[/code] built-in by default.
</constant>
<constant name="FUNC_MAX" value="2" enum="Function">
Represents the size of the [enum Function] enum.
</constant>
</constants>
</class>