VisualShaderNodeDerivativeFunc

package
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Published: Jan 30, 2025 License: MIT Imports: 19 Imported by: 0

Documentation

Overview

Package VisualShaderNodeDerivativeFunc provides methods for working with VisualShaderNodeDerivativeFunc object instances.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsVisualShaderNodeDerivativeFunc() Instance
}

type Function

type Function = gdclass.VisualShaderNodeDerivativeFuncFunction //gd:VisualShaderNodeDerivativeFunc.Function
const (
	/*Sum of absolute derivative in [code]x[/code] and [code]y[/code].*/
	FuncSum Function = 0
	/*Derivative in [code]x[/code] using local differencing.*/
	FuncX Function = 1
	/*Derivative in [code]y[/code] using local differencing.*/
	FuncY Function = 2
	/*Represents the size of the [enum Function] enum.*/
	FuncMax Function = 3
)

type Instance

This node is only available in [code]Fragment[/code] and [code]Light[/code] visual shaders.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) AsResource

func (self Instance) AsResource() Resource.Instance

func (Instance) AsVisualShaderNode

func (self Instance) AsVisualShaderNode() VisualShaderNode.Instance

func (Instance) AsVisualShaderNodeDerivativeFunc

func (self Instance) AsVisualShaderNodeDerivativeFunc() Instance

func (Instance) Function

func (Instance) OpType

func (Instance) Precision

func (Instance) SetFunction

func (Instance) SetOpType

func (Instance) SetPrecision

func (self Instance) SetPrecision(value gdclass.VisualShaderNodeDerivativeFuncPrecision)

func (*Instance) UnsafePointer

func (self *Instance) UnsafePointer() unsafe.Pointer

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type OpType

type OpType = gdclass.VisualShaderNodeDerivativeFuncOpType //gd:VisualShaderNodeDerivativeFunc.OpType
const (
	/*A floating-point scalar.*/
	OpTypeScalar OpType = 0
	/*A 2D vector type.*/
	OpTypeVector2d OpType = 1
	/*A 3D vector type.*/
	OpTypeVector3d OpType = 2
	/*A 4D vector type.*/
	OpTypeVector4d OpType = 3
	/*Represents the size of the [enum OpType] enum.*/
	OpTypeMax OpType = 4
)

type Precision

type Precision = gdclass.VisualShaderNodeDerivativeFuncPrecision //gd:VisualShaderNodeDerivativeFunc.Precision
const (
	/*No precision is specified, the GPU driver is allowed to use whatever level of precision it chooses. This is the default option and is equivalent to using [code]dFdx()[/code] or [code]dFdy()[/code] in text shaders.*/
	PrecisionNone Precision = 0
	/*The derivative will be calculated using the current fragment's neighbors (which may not include the current fragment). This tends to be faster than using [constant PRECISION_FINE], but may not be suitable when more precision is needed. This is equivalent to using [code]dFdxCoarse()[/code] or [code]dFdyCoarse()[/code] in text shaders.*/
	PrecisionCoarse Precision = 1
	/*The derivative will be calculated using the current fragment and its immediate neighbors. This tends to be slower than using [constant PRECISION_COARSE], but may be necessary when more precision is needed. This is equivalent to using [code]dFdxFine()[/code] or [code]dFdyFine()[/code] in text shaders.*/
	PrecisionFine Precision = 2
	/*Represents the size of the [enum Precision] enum.*/
	PrecisionMax Precision = 3
)

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