Documentation ¶
Overview ¶
Package VisualShaderNodeColorOp provides methods for working with VisualShaderNodeColorOp object instances.
Index ¶
- type Advanced
- type Any
- 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) AsVisualShaderNodeColorOp() Instance
- func (self Instance) Operator() gdclass.VisualShaderNodeColorOpOperator
- func (self Instance) SetOperator(value gdclass.VisualShaderNodeColorOpOperator)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- type Operator
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 Instance ¶
type Instance [1]gdclass.VisualShaderNodeColorOp
Applies [member operator] to two color inputs.
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) AsVisualShaderNodeColorOp ¶
func (Instance) Operator ¶
func (self Instance) Operator() gdclass.VisualShaderNodeColorOpOperator
func (Instance) SetOperator ¶
func (self Instance) SetOperator(value gdclass.VisualShaderNodeColorOpOperator)
func (*Instance) UnsafePointer ¶
type Operator ¶
type Operator = gdclass.VisualShaderNodeColorOpOperator //gd:VisualShaderNodeColorOp.Operator
const ( /*Produce a screen effect with the following formula: [codeblock] result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b); [/codeblock]*/ OpScreen Operator = 0 /*Produce a difference effect with the following formula: [codeblock] result = abs(a - b); [/codeblock]*/ OpDifference Operator = 1 /*Produce a darken effect with the following formula: [codeblock] result = min(a, b); [/codeblock]*/ OpDarken Operator = 2 /*Produce a lighten effect with the following formula: [codeblock] result = max(a, b); [/codeblock]*/ OpLighten Operator = 3 /*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]*/ OpOverlay Operator = 4 /*Produce a dodge effect with the following formula: [codeblock] result = a / (vec3(1.0) - b); [/codeblock]*/ OpDodge Operator = 5 /*Produce a burn effect with the following formula: [codeblock] result = vec3(1.0) - (vec3(1.0) - a) / b; [/codeblock]*/ OpBurn Operator = 6 /*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]*/ OpSoftLight Operator = 7 /*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]*/ OpHardLight Operator = 8 /*Represents the size of the [enum Operator] enum.*/ OpMax Operator = 9 )
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