<?xml version="1.0" encoding="UTF-8" ?>
<class name="Shader" inherits="Resource" version="3.3">
	<brief_description>
		A custom shader program.
	</brief_description>
	<description>
		This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
	</description>
	<tutorials>
		<link>https://docs.godotengine.org/en/3.3/tutorials/shading/index.html</link>
		<link>https://docs.godotengine.org/en/3.3/tutorials/shading/your_first_shader/what_are_shaders.html</link>
	</tutorials>
	<methods>
		<method name="get_default_texture_param" qualifiers="const">
			<return type="Texture" />
			<argument index="0" name="param" type="String" />
			<description>
				Returns the texture that is set as default for the specified parameter.
				[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
			</description>
		</method>
		<method name="get_mode" qualifiers="const">
			<return type="int" enum="Shader.Mode" />
			<description>
				Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], [constant MODE_SPATIAL] or [constant MODE_PARTICLES].
			</description>
		</method>
		<method name="has_param" qualifiers="const">
			<return type="bool" />
			<argument index="0" name="name" type="String" />
			<description>
				Returns [code]true[/code] if the shader has this param defined as a uniform in its code.
				[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
			</description>
		</method>
		<method name="set_default_texture_param">
			<return type="void" />
			<argument index="0" name="param" type="String" />
			<argument index="1" name="texture" type="Texture" />
			<description>
				Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the [ShaderMaterial].
				[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
			</description>
		</method>
	</methods>
	<members>
		<member name="code" type="String" setter="set_code" getter="get_code" default="&quot;&quot;">
			Returns the shader's code as the user has written it, not the full generated code used internally.
		</member>
		<member name="custom_defines" type="String" setter="set_custom_defines" getter="get_custom_defines" default="&quot;&quot;">
			Returns the shader's custom defines. Custom defines can be used in Godot to add GLSL preprocessor directives (e.g: extensions) required for the shader logic.
			[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so care should be taken when using them.
		</member>
	</members>
	<constants>
		<constant name="MODE_SPATIAL" value="0" enum="Mode">
			Mode used to draw all 3D objects.
		</constant>
		<constant name="MODE_CANVAS_ITEM" value="1" enum="Mode">
			Mode used to draw all 2D objects.
		</constant>
		<constant name="MODE_PARTICLES" value="2" enum="Mode">
			Mode used to calculate particle information on a per-particle basis. Not used for drawing.
		</constant>
	</constants>
</class>
