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https://github.com/Relintai/pandemonium_engine.git
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42 lines
2.1 KiB
XML
42 lines
2.1 KiB
XML
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeCubeMap" inherits="VisualShaderNode" version="3.5">
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<brief_description>
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A [CubeMap] sampling node to be used within the visual shader graph.
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</brief_description>
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<description>
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Translated to [code]texture(cubemap, vec3)[/code] in the shader language. Returns a color vector and alpha channel as scalar.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="cube_map" type="CubeMap" setter="set_cube_map" getter="get_cube_map">
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The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as [member source].
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</member>
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<member name="source" type="int" setter="set_source" getter="get_source" enum="VisualShaderNodeCubeMap.Source" default="0">
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Defines which source should be used for the sampling. See [enum Source] for options.
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</member>
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<member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeCubeMap.TextureType" default="0">
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Defines the type of data provided by the source texture. See [enum TextureType] for options.
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</member>
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</members>
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<constants>
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<constant name="SOURCE_TEXTURE" value="0" enum="Source">
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Use the [CubeMap] set via [member cube_map]. If this is set to [member source], the [code]samplerCube[/code] port is ignored.
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</constant>
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<constant name="SOURCE_PORT" value="1" enum="Source">
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Use the [CubeMap] sampler reference passed via the [code]samplerCube[/code] port. If this is set to [member source], the [member cube_map] texture is ignored.
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</constant>
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<constant name="TYPE_DATA" value="0" enum="TextureType">
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No hints are added to the uniform declaration.
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</constant>
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<constant name="TYPE_COLOR" value="1" enum="TextureType">
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Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
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</constant>
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<constant name="TYPE_NORMALMAP" value="2" enum="TextureType">
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Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
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</constant>
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</constants>
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</class>
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