pandemonium_engine_docs/classes/class_visualshadernodeexpression.rst

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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/3.5/doc/classes/VisualShaderNodeExpression.xml.
.. _class_VisualShaderNodeExpression:
VisualShaderNodeExpression
==========================
**Inherits:** :ref:`VisualShaderNodeGroupBase<class_VisualShaderNodeGroupBase>` **<** :ref:`VisualShaderNode<class_VisualShaderNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Inherited By:** :ref:`VisualShaderNodeGlobalExpression<class_VisualShaderNodeGlobalExpression>`
A custom visual shader graph expression written in Godot Shading Language.
Description
-----------
Custom Godot Shading Language expression, with a custom amount of input and output ports.
The provided code is directly injected into the graph's matching shader function (``vertex``, ``fragment``, or ``light``), so it cannot be used to declare functions, varyings, uniforms, or global constants. See :ref:`VisualShaderNodeGlobalExpression<class_VisualShaderNodeGlobalExpression>` for such global definitions.
Properties
----------
+-----------------------------+-------------------------------------------------------------------------+--------+
| :ref:`String<class_String>` | :ref:`expression<class_VisualShaderNodeExpression_property_expression>` | ``""`` |
+-----------------------------+-------------------------------------------------------------------------+--------+
Property Descriptions
---------------------
.. _class_VisualShaderNodeExpression_property_expression:
- :ref:`String<class_String>` **expression**
+-----------+-----------------------+
| *Default* | ``""`` |
+-----------+-----------------------+
| *Setter* | set_expression(value) |
+-----------+-----------------------+
| *Getter* | get_expression() |
+-----------+-----------------------+
An expression in Godot Shading Language, which will be injected at the start of the graph's matching shader function (``vertex``, ``fragment``, or ``light``), and thus cannot be used to declare functions, varyings, uniforms, or global constants.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`