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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Shader" inherits= "Resource" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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A shader implemented in the Godot shading language.
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</brief_description>
<description >
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A custom shader program implemented in the Godot shading language, saved with the [code].gdshader[/code] extension.
This class is used by a [ShaderMaterial] and allows you to write your own custom behavior for rendering visual items or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
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</description>
<tutorials >
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<link title= "Shaders documentation index" > $DOCS_URL/tutorials/shaders/index.html</link>
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</tutorials>
<methods >
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<method name= "get_default_texture_parameter" qualifiers= "const" >
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<return type= "Texture" />
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<param index= "0" name= "name" type= "StringName" />
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<param index= "1" name= "index" type= "int" default= "0" />
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<description >
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Returns the texture that is set as default for the specified parameter.
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[b]Note:[/b] [param name] must match the name of the uniform in the code exactly.
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[b]Note:[/b] If the sampler array is used use [param index] to access the specified texture.
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</description>
</method>
<method name= "get_mode" qualifiers= "const" >
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<return type= "int" enum= "Shader.Mode" />
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<description >
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Returns the shader mode for the shader.
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</description>
</method>
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<method name= "get_shader_uniform_list" >
<return type= "Array" />
<param index= "0" name= "get_groups" type= "bool" default= "false" />
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<description >
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Get the list of shader uniforms that can be assigned to a [ShaderMaterial], for use with [method ShaderMaterial.set_shader_parameter] and [method ShaderMaterial.get_shader_parameter]. The parameters returned are contained in dictionaries in a similar format to the ones returned by [method Object.get_property_list].
If argument [param get_groups] is true, parameter grouping hints will be provided.
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</description>
</method>
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<method name= "set_default_texture_parameter" >
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<return type= "void" />
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<param index= "0" name= "name" type= "StringName" />
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<param index= "1" name= "texture" type= "Texture" />
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<param index= "2" name= "index" type= "int" default= "0" />
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<description >
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Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the [ShaderMaterial].
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[b]Note:[/b] [param name] must match the name of the uniform in the code exactly.
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[b]Note:[/b] If the sampler array is used use [param index] to access the specified texture.
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</description>
</method>
</methods>
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<members >
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<member name= "code" type= "String" setter= "set_code" getter= "get_code" default= """" >
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Returns the shader's code as the user has written it, not the full generated code used internally.
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</member>
</members>
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<constants >
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<constant name= "MODE_SPATIAL" value= "0" enum= "Mode" >
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Mode used to draw all 3D objects.
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</constant>
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<constant name= "MODE_CANVAS_ITEM" value= "1" enum= "Mode" >
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Mode used to draw all 2D objects.
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</constant>
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<constant name= "MODE_PARTICLES" value= "2" enum= "Mode" >
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Mode used to calculate particle information on a per-particle basis. Not used for drawing.
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</constant>
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<constant name= "MODE_SKY" value= "3" enum= "Mode" >
Mode used for drawing skies. Only works with shaders attached to [Sky] objects.
</constant>
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<constant name= "MODE_FOG" value= "4" enum= "Mode" >
Mode used for setting the color and density of volumetric fog effect.
</constant>
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</constants>
</class>