mirror of
https://github.com/godotengine/godot
synced 2024-09-05 17:19:44 +00:00
![Hugo Locurcio](/assets/img/avatar_default.png)
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.
100 lines
3.2 KiB
XML
100 lines
3.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="VisualShaderNodeColorOp" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
A [Color] operator to be used within the visual shader graph.
|
|
</brief_description>
|
|
<description>
|
|
Applies [member operator] to two color inputs.
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<members>
|
|
<member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeColorOp.Operator" default="0">
|
|
An operator to be applied to the inputs. See [enum Operator] for options.
|
|
</member>
|
|
</members>
|
|
<constants>
|
|
<constant name="OP_SCREEN" value="0" enum="Operator">
|
|
Produce a screen effect with the following formula:
|
|
[codeblock]
|
|
result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
|
|
[/codeblock]
|
|
</constant>
|
|
<constant name="OP_DIFFERENCE" value="1" enum="Operator">
|
|
Produce a difference effect with the following formula:
|
|
[codeblock]
|
|
result = abs(a - b);
|
|
[/codeblock]
|
|
</constant>
|
|
<constant name="OP_DARKEN" value="2" enum="Operator">
|
|
Produce a darken effect with the following formula:
|
|
[codeblock]
|
|
result = min(a, b);
|
|
[/codeblock]
|
|
</constant>
|
|
<constant name="OP_LIGHTEN" value="3" enum="Operator">
|
|
Produce a lighten effect with the following formula:
|
|
[codeblock]
|
|
result = max(a, b);
|
|
[/codeblock]
|
|
</constant>
|
|
<constant name="OP_OVERLAY" value="4" enum="Operator">
|
|
Produce an overlay effect with the following formula:
|
|
[codeblock]
|
|
for (int i = 0; i < 3; i++) {
|
|
float base = a[i];
|
|
float blend = b[i];
|
|
if (base < 0.5) {
|
|
result[i] = 2.0 * base * blend;
|
|
} else {
|
|
result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
|
|
}
|
|
}
|
|
[/codeblock]
|
|
</constant>
|
|
<constant name="OP_DODGE" value="5" enum="Operator">
|
|
Produce a dodge effect with the following formula:
|
|
[codeblock]
|
|
result = a / (vec3(1.0) - b);
|
|
[/codeblock]
|
|
</constant>
|
|
<constant name="OP_BURN" value="6" enum="Operator">
|
|
Produce a burn effect with the following formula:
|
|
[codeblock]
|
|
result = vec3(1.0) - (vec3(1.0) - a) / b;
|
|
[/codeblock]
|
|
</constant>
|
|
<constant name="OP_SOFT_LIGHT" value="7" enum="Operator">
|
|
Produce a soft light effect with the following formula:
|
|
[codeblock]
|
|
for (int i = 0; i < 3; i++) {
|
|
float base = a[i];
|
|
float blend = b[i];
|
|
if (base < 0.5) {
|
|
result[i] = base * (blend + 0.5);
|
|
} else {
|
|
result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
|
|
}
|
|
}
|
|
[/codeblock]
|
|
</constant>
|
|
<constant name="OP_HARD_LIGHT" value="8" enum="Operator">
|
|
Produce a hard light effect with the following formula:
|
|
[codeblock]
|
|
for (int i = 0; i < 3; i++) {
|
|
float base = a[i];
|
|
float blend = b[i];
|
|
if (base < 0.5) {
|
|
result[i] = base * (2.0 * blend);
|
|
} else {
|
|
result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
|
|
}
|
|
}
|
|
[/codeblock]
|
|
</constant>
|
|
<constant name="OP_MAX" value="9" enum="Operator">
|
|
Represents the size of the [enum Operator] enum.
|
|
</constant>
|
|
</constants>
|
|
</class>
|