Documentation ¶
Overview ¶
Package VisualShaderNodeDerivativeFunc provides methods for working with VisualShaderNodeDerivativeFunc object instances.
Index ¶
- type Advanced
- type Any
- type Function
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsVisualShaderNode() VisualShaderNode.Instance
- func (self Instance) AsVisualShaderNodeDerivativeFunc() Instance
- func (self Instance) Function() gdclass.VisualShaderNodeDerivativeFuncFunction
- func (self Instance) OpType() gdclass.VisualShaderNodeDerivativeFuncOpType
- func (self Instance) Precision() gdclass.VisualShaderNodeDerivativeFuncPrecision
- func (self Instance) SetFunction(value gdclass.VisualShaderNodeDerivativeFuncFunction)
- func (self Instance) SetOpType(value gdclass.VisualShaderNodeDerivativeFuncOpType)
- func (self Instance) SetPrecision(value gdclass.VisualShaderNodeDerivativeFuncPrecision)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- type OpType
- type Precision
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 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 ¶
type Instance [1]gdclass.VisualShaderNodeDerivativeFunc
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 (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) AsVisualShaderNode ¶
func (self Instance) AsVisualShaderNode() VisualShaderNode.Instance
func (Instance) AsVisualShaderNodeDerivativeFunc ¶
func (Instance) Function ¶
func (self Instance) Function() gdclass.VisualShaderNodeDerivativeFuncFunction
func (Instance) OpType ¶
func (self Instance) OpType() gdclass.VisualShaderNodeDerivativeFuncOpType
func (Instance) Precision ¶
func (self Instance) Precision() gdclass.VisualShaderNodeDerivativeFuncPrecision
func (Instance) SetFunction ¶
func (self Instance) SetFunction(value gdclass.VisualShaderNodeDerivativeFuncFunction)
func (Instance) SetOpType ¶
func (self Instance) SetOpType(value gdclass.VisualShaderNodeDerivativeFuncOpType)
func (Instance) SetPrecision ¶
func (self Instance) SetPrecision(value gdclass.VisualShaderNodeDerivativeFuncPrecision)
func (*Instance) UnsafePointer ¶
type OpType ¶
type OpType = gdclass.VisualShaderNodeDerivativeFuncOpType //gd:VisualShaderNodeDerivativeFunc.OpType
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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