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			51 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			51 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RDShaderSource" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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	<brief_description>
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		Shader source code (used by [RenderingDevice]).
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	</brief_description>
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	<description>
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		Shader source code in text form.
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		See also [RDShaderFile]. [RDShaderSource] is only meant to be used with the [RenderingDevice] API. It should not be confused with Godot's own [Shader] resource, which is what Godot's various nodes use for high-level shader programming.
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	</description>
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	<tutorials>
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	</tutorials>
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	<methods>
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		<method name="get_stage_source" qualifiers="const">
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			<return type="String" />
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			<param index="0" name="stage" type="int" enum="RenderingDevice.ShaderStage" />
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			<description>
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				Returns source code for the specified shader [param stage]. Equivalent to getting one of [member source_compute], [member source_fragment], [member source_tesselation_control], [member source_tesselation_evaluation] or [member source_vertex].
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			</description>
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		</method>
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		<method name="set_stage_source">
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			<return type="void" />
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			<param index="0" name="stage" type="int" enum="RenderingDevice.ShaderStage" />
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			<param index="1" name="source" type="String" />
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			<description>
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				Sets [param source] code for the specified shader [param stage]. Equivalent to setting one of [member source_compute], [member source_fragment], [member source_tesselation_control], [member source_tesselation_evaluation] or [member source_vertex].
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				[b]Note:[/b] If you set the compute shader source code using this method directly, remember to remove the Godot-specific hint [code]#[compute][/code].
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			</description>
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		</method>
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	</methods>
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	<members>
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		<member name="language" type="int" setter="set_language" getter="get_language" enum="RenderingDevice.ShaderLanguage" default="0">
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			The language the shader is written in.
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		</member>
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		<member name="source_compute" type="String" setter="set_stage_source" getter="get_stage_source" default="""">
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			Source code for the shader's compute stage.
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		</member>
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		<member name="source_fragment" type="String" setter="set_stage_source" getter="get_stage_source" default="""">
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			Source code for the shader's fragment stage.
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		</member>
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		<member name="source_tesselation_control" type="String" setter="set_stage_source" getter="get_stage_source" default="""">
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			Source code for the shader's tessellation control stage.
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		</member>
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		<member name="source_tesselation_evaluation" type="String" setter="set_stage_source" getter="get_stage_source" default="""">
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			Source code for the shader's tessellation evaluation stage.
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		</member>
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		<member name="source_vertex" type="String" setter="set_stage_source" getter="get_stage_source" default="""">
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			Source code for the shader's vertex stage.
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		</member>
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	</members>
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</class>
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