godot/doc/classes/VisualShaderNodeDerivativeFunc.xml
Rémi Verschelde 81064cc239
Doctool: Remove version attribute from XML header
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
2023-07-06 10:08:21 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeDerivativeFunc" inherits="VisualShaderNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Calculates a derivative within the visual shader graph.
</brief_description>
<description>
This node is only available in [code]Fragment[/code] and [code]Light[/code] visual shaders.
</description>
<tutorials>
</tutorials>
<members>
<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeDerivativeFunc.Function" default="0">
A derivative function type. See [enum Function] for options.
</member>
<member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeDerivativeFunc.OpType" default="0">
A type of operands and returned value. See [enum OpType] for options.
</member>
<member name="precision" type="int" setter="set_precision" getter="get_precision" enum="VisualShaderNodeDerivativeFunc.Precision" default="0">
Sets the level of precision to use for the derivative function. See [enum Precision] for options. When using the GL Compatibility renderer, this setting has no effect.
</member>
</members>
<constants>
<constant name="OP_TYPE_SCALAR" value="0" enum="OpType">
A floating-point scalar.
</constant>
<constant name="OP_TYPE_VECTOR_2D" value="1" enum="OpType">
A 2D vector type.
</constant>
<constant name="OP_TYPE_VECTOR_3D" value="2" enum="OpType">
A 3D vector type.
</constant>
<constant name="OP_TYPE_VECTOR_4D" value="3" enum="OpType">
A 4D vector type.
</constant>
<constant name="OP_TYPE_MAX" value="4" enum="OpType">
Represents the size of the [enum OpType] enum.
</constant>
<constant name="FUNC_SUM" value="0" enum="Function">
Sum of absolute derivative in [code]x[/code] and [code]y[/code].
</constant>
<constant name="FUNC_X" value="1" enum="Function">
Derivative in [code]x[/code] using local differencing.
</constant>
<constant name="FUNC_Y" value="2" enum="Function">
Derivative in [code]y[/code] using local differencing.
</constant>
<constant name="FUNC_MAX" value="3" enum="Function">
Represents the size of the [enum Function] enum.
</constant>
<constant name="PRECISION_NONE" value="0" enum="Precision">
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.
</constant>
<constant name="PRECISION_COARSE" value="1" enum="Precision">
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.
</constant>
<constant name="PRECISION_FINE" value="2" enum="Precision">
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.
</constant>
<constant name="PRECISION_MAX" value="3" enum="Precision">
Represents the size of the [enum Precision] enum.
</constant>
</constants>
</class>