godot/scene/resources/visual_shader_nodes.cpp

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/*  visual_shader_nodes.cpp                                               */
/**************************************************************************/
/*                         This file is part of:                          */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "visual_shader_nodes.h"
#include "visual_shader_nodes.compat.inc"

#include "scene/resources/image_texture.h"

////////////// Vector Base

VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_input_port_type(int p_port) const {}

VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_output_port_type(int p_port) const {}

void VisualShaderNodeVectorBase::set_op_type(OpType p_op_type) {}

VisualShaderNodeVectorBase::OpType VisualShaderNodeVectorBase::get_op_type() const {}

void VisualShaderNodeVectorBase::_bind_methods() {}

Vector<StringName> VisualShaderNodeVectorBase::get_editable_properties() const {}

VisualShaderNodeVectorBase::VisualShaderNodeVectorBase() {}

////////////// Constants Base

VisualShaderNodeConstant::VisualShaderNodeConstant() {}

////////////// Scalar(Float)

String VisualShaderNodeFloatConstant::get_caption() const {}

int VisualShaderNodeFloatConstant::get_input_port_count() const {}

VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {}

String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {}

int VisualShaderNodeFloatConstant::get_output_port_count() const {}

VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {}

String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {}

String VisualShaderNodeFloatConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeFloatConstant::set_constant(float p_constant) {}

float VisualShaderNodeFloatConstant::get_constant() const {}

Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {}

void VisualShaderNodeFloatConstant::_bind_methods() {}

VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {}

////////////// Scalar(Int)

String VisualShaderNodeIntConstant::get_caption() const {}

int VisualShaderNodeIntConstant::get_input_port_count() const {}

VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {}

String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {}

int VisualShaderNodeIntConstant::get_output_port_count() const {}

VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {}

String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {}

String VisualShaderNodeIntConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeIntConstant::set_constant(int p_constant) {}

int VisualShaderNodeIntConstant::get_constant() const {}

Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {}

void VisualShaderNodeIntConstant::_bind_methods() {}

VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {}

////////////// Scalar(UInt)

String VisualShaderNodeUIntConstant::get_caption() const {}

int VisualShaderNodeUIntConstant::get_input_port_count() const {}

VisualShaderNodeUIntConstant::PortType VisualShaderNodeUIntConstant::get_input_port_type(int p_port) const {}

String VisualShaderNodeUIntConstant::get_input_port_name(int p_port) const {}

int VisualShaderNodeUIntConstant::get_output_port_count() const {}

VisualShaderNodeUIntConstant::PortType VisualShaderNodeUIntConstant::get_output_port_type(int p_port) const {}

String VisualShaderNodeUIntConstant::get_output_port_name(int p_port) const {}

String VisualShaderNodeUIntConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeUIntConstant::set_constant(int p_constant) {}

int VisualShaderNodeUIntConstant::get_constant() const {}

Vector<StringName> VisualShaderNodeUIntConstant::get_editable_properties() const {}

void VisualShaderNodeUIntConstant::_bind_methods() {}

VisualShaderNodeUIntConstant::VisualShaderNodeUIntConstant() {}

////////////// Boolean

String VisualShaderNodeBooleanConstant::get_caption() const {}

int VisualShaderNodeBooleanConstant::get_input_port_count() const {}

VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {}

String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {}

int VisualShaderNodeBooleanConstant::get_output_port_count() const {}

VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {}

String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {}

String VisualShaderNodeBooleanConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeBooleanConstant::set_constant(bool p_constant) {}

bool VisualShaderNodeBooleanConstant::get_constant() const {}

Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {}

void VisualShaderNodeBooleanConstant::_bind_methods() {}

VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {}

////////////// Color

String VisualShaderNodeColorConstant::get_caption() const {}

int VisualShaderNodeColorConstant::get_input_port_count() const {}

VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {}

String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {}

int VisualShaderNodeColorConstant::get_output_port_count() const {}

VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {}

String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {}

String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {}

Color VisualShaderNodeColorConstant::get_constant() const {}

Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {}

void VisualShaderNodeColorConstant::_bind_methods() {}

VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {}

////////////// Vector2

String VisualShaderNodeVec2Constant::get_caption() const {}

int VisualShaderNodeVec2Constant::get_input_port_count() const {}

VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_input_port_type(int p_port) const {}

String VisualShaderNodeVec2Constant::get_input_port_name(int p_port) const {}

int VisualShaderNodeVec2Constant::get_output_port_count() const {}

VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_output_port_type(int p_port) const {}

String VisualShaderNodeVec2Constant::get_output_port_name(int p_port) const {}

String VisualShaderNodeVec2Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeVec2Constant::set_constant(const Vector2 &p_constant) {}

Vector2 VisualShaderNodeVec2Constant::get_constant() const {}

Vector<StringName> VisualShaderNodeVec2Constant::get_editable_properties() const {}

void VisualShaderNodeVec2Constant::_bind_methods() {}

VisualShaderNodeVec2Constant::VisualShaderNodeVec2Constant() {}

////////////// Vector3

String VisualShaderNodeVec3Constant::get_caption() const {}

int VisualShaderNodeVec3Constant::get_input_port_count() const {}

VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {}

String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {}

int VisualShaderNodeVec3Constant::get_output_port_count() const {}

VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {}

String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {}

String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeVec3Constant::set_constant(const Vector3 &p_constant) {}

Vector3 VisualShaderNodeVec3Constant::get_constant() const {}

Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {}

void VisualShaderNodeVec3Constant::_bind_methods() {}

VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {}

////////////// Vector4

String VisualShaderNodeVec4Constant::get_caption() const {}

int VisualShaderNodeVec4Constant::get_input_port_count() const {}

VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_input_port_type(int p_port) const {}

String VisualShaderNodeVec4Constant::get_input_port_name(int p_port) const {}

int VisualShaderNodeVec4Constant::get_output_port_count() const {}

VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_output_port_type(int p_port) const {}

String VisualShaderNodeVec4Constant::get_output_port_name(int p_port) const {}

String VisualShaderNodeVec4Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeVec4Constant::set_constant(const Quaternion &p_constant) {}

Quaternion VisualShaderNodeVec4Constant::get_constant() const {}

Vector<StringName> VisualShaderNodeVec4Constant::get_editable_properties() const {}

void VisualShaderNodeVec4Constant::_bind_methods() {}

VisualShaderNodeVec4Constant::VisualShaderNodeVec4Constant() {}

////////////// Transform3D

String VisualShaderNodeTransformConstant::get_caption() const {}

int VisualShaderNodeTransformConstant::get_input_port_count() const {}

VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {}

String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {}

int VisualShaderNodeTransformConstant::get_output_port_count() const {}

VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {}

String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {}

String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeTransformConstant::set_constant(const Transform3D &p_constant) {}

Transform3D VisualShaderNodeTransformConstant::get_constant() const {}

Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {}

void VisualShaderNodeTransformConstant::_bind_methods() {}

VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {}

////////////// Texture

String VisualShaderNodeTexture::get_caption() const {}

int VisualShaderNodeTexture::get_input_port_count() const {}

VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {}

String VisualShaderNodeTexture::get_input_port_name(int p_port) const {}

int VisualShaderNodeTexture::get_output_port_count() const {}

VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {}

String VisualShaderNodeTexture::get_output_port_name(int p_port) const {}

bool VisualShaderNodeTexture::is_input_port_default(int p_port, Shader::Mode p_mode) const {}

Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeTexture::set_source(Source p_source) {}

VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {}

void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_texture) {}

Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {}

void VisualShaderNodeTexture::set_texture_type(TextureType p_texture_type) {}

VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {}

Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {}

String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {}

void VisualShaderNodeTexture::_bind_methods() {}

VisualShaderNodeTexture::VisualShaderNodeTexture() {}

////////////// CurveTexture

String VisualShaderNodeCurveTexture::get_caption() const {}

int VisualShaderNodeCurveTexture::get_input_port_count() const {}

VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {}

String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {}

int VisualShaderNodeCurveTexture::get_output_port_count() const {}

VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {}

String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {}

void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {}

Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {}

Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {}

String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeCurveTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {}

void VisualShaderNodeCurveTexture::_bind_methods() {}

bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {}

VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {}

////////////// CurveXYZTexture

String VisualShaderNodeCurveXYZTexture::get_caption() const {}

int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {}

VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {}

String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {}

int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {}

VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {}

String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {}

void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {}

Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {}

Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {}

String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeCurveXYZTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {}

void VisualShaderNodeCurveXYZTexture::_bind_methods() {}

bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {}

VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {}

////////////// Sample3D

int VisualShaderNodeSample3D::get_input_port_count() const {}

VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {}

String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {}

int VisualShaderNodeSample3D::get_output_port_count() const {}

VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {}

String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {}

bool VisualShaderNodeSample3D::is_input_port_default(int p_port, Shader::Mode p_mode) const {}

String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeSample3D::set_source(Source p_source) {}

VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {}

void VisualShaderNodeSample3D::_bind_methods() {}

String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {}

VisualShaderNodeSample3D::VisualShaderNodeSample3D() {}

////////////// Texture2DArray

String VisualShaderNodeTexture2DArray::get_caption() const {}

String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {}

Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

void VisualShaderNodeTexture2DArray::set_texture_array(Ref<TextureLayered> p_texture_array) {}

Ref<TextureLayered> VisualShaderNodeTexture2DArray::get_texture_array() const {}

Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {}

void VisualShaderNodeTexture2DArray::_bind_methods() {}

VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {}

////////////// Texture3D

String VisualShaderNodeTexture3D::get_caption() const {}

String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {}

Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_texture) {}

Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {}

Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {}

void VisualShaderNodeTexture3D::_bind_methods() {}

VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {}

////////////// Cubemap

String VisualShaderNodeCubemap::get_caption() const {}

int VisualShaderNodeCubemap::get_input_port_count() const {}

VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {}

String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {}

int VisualShaderNodeCubemap::get_output_port_count() const {}

VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {}

String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {}

Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

bool VisualShaderNodeCubemap::is_input_port_default(int p_port, Shader::Mode p_mode) const {}

void VisualShaderNodeCubemap::set_source(Source p_source) {}

VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {}

void VisualShaderNodeCubemap::set_cube_map(Ref<TextureLayered> p_cube_map) {}

Ref<TextureLayered> VisualShaderNodeCubemap::get_cube_map() const {}

void VisualShaderNodeCubemap::set_texture_type(TextureType p_texture_type) {}

VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {}

Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {}

String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {}

void VisualShaderNodeCubemap::_bind_methods() {}

VisualShaderNodeCubemap::VisualShaderNodeCubemap() {}

////////////// Linear Depth

String VisualShaderNodeLinearSceneDepth::get_caption() const {}

int VisualShaderNodeLinearSceneDepth::get_input_port_count() const {}

VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_input_port_type(int p_port) const {}

String VisualShaderNodeLinearSceneDepth::get_input_port_name(int p_port) const {}

int VisualShaderNodeLinearSceneDepth::get_output_port_count() const {}

VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_output_port_type(int p_port) const {}

String VisualShaderNodeLinearSceneDepth::get_output_port_name(int p_port) const {}

bool VisualShaderNodeLinearSceneDepth::has_output_port_preview(int p_port) const {}

String VisualShaderNodeLinearSceneDepth::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeLinearSceneDepth::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeLinearSceneDepth::VisualShaderNodeLinearSceneDepth() {}

////////////// World Position from Depth

String VisualShaderNodeWorldPositionFromDepth::get_caption() const {}

int VisualShaderNodeWorldPositionFromDepth::get_input_port_count() const {}

VisualShaderNodeWorldPositionFromDepth::PortType VisualShaderNodeWorldPositionFromDepth::get_input_port_type(int p_port) const {}

String VisualShaderNodeWorldPositionFromDepth::get_input_port_name(int p_port) const {}

bool VisualShaderNodeWorldPositionFromDepth::is_input_port_default(int p_port, Shader::Mode p_mode) const {}

int VisualShaderNodeWorldPositionFromDepth::get_output_port_count() const {}

VisualShaderNodeWorldPositionFromDepth::PortType VisualShaderNodeWorldPositionFromDepth::get_output_port_type(int p_port) const {}

String VisualShaderNodeWorldPositionFromDepth::get_output_port_name(int p_port) const {}

bool VisualShaderNodeWorldPositionFromDepth::has_output_port_preview(int p_port) const {}

String VisualShaderNodeWorldPositionFromDepth::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeWorldPositionFromDepth::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeWorldPositionFromDepth::VisualShaderNodeWorldPositionFromDepth() {}

////////////// Unpack Normals in World Space

String VisualShaderNodeScreenNormalWorldSpace::get_caption() const {}

int VisualShaderNodeScreenNormalWorldSpace::get_input_port_count() const {}

VisualShaderNodeScreenNormalWorldSpace::PortType VisualShaderNodeScreenNormalWorldSpace::get_input_port_type(int p_port) const {}

String VisualShaderNodeScreenNormalWorldSpace::get_input_port_name(int p_port) const {}

bool VisualShaderNodeScreenNormalWorldSpace::is_input_port_default(int p_port, Shader::Mode p_mode) const {}

int VisualShaderNodeScreenNormalWorldSpace::get_output_port_count() const {}

VisualShaderNodeScreenNormalWorldSpace::PortType VisualShaderNodeScreenNormalWorldSpace::get_output_port_type(int p_port) const {}

String VisualShaderNodeScreenNormalWorldSpace::get_output_port_name(int p_port) const {}

bool VisualShaderNodeScreenNormalWorldSpace::has_output_port_preview(int p_port) const {}

String VisualShaderNodeScreenNormalWorldSpace::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeScreenNormalWorldSpace::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeScreenNormalWorldSpace::VisualShaderNodeScreenNormalWorldSpace() {}

////////////// Float Op

String VisualShaderNodeFloatOp::get_caption() const {}

int VisualShaderNodeFloatOp::get_input_port_count() const {}

VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {}

String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {}

int VisualShaderNodeFloatOp::get_output_port_count() const {}

VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {}

String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {}

String VisualShaderNodeFloatOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeFloatOp::set_operator(Operator p_op) {}

VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {}

Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {}

void VisualShaderNodeFloatOp::_bind_methods() {}

VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {}

////////////// Integer Op

String VisualShaderNodeIntOp::get_caption() const {}

int VisualShaderNodeIntOp::get_input_port_count() const {}

VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {}

String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {}

int VisualShaderNodeIntOp::get_output_port_count() const {}

VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {}

String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {}

String VisualShaderNodeIntOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeIntOp::set_operator(Operator p_op) {}

VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {}

Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {}

void VisualShaderNodeIntOp::_bind_methods() {}

VisualShaderNodeIntOp::VisualShaderNodeIntOp() {}

////////////// Unsigned Integer Op

String VisualShaderNodeUIntOp::get_caption() const {}

int VisualShaderNodeUIntOp::get_input_port_count() const {}

VisualShaderNodeUIntOp::PortType VisualShaderNodeUIntOp::get_input_port_type(int p_port) const {}

String VisualShaderNodeUIntOp::get_input_port_name(int p_port) const {}

int VisualShaderNodeUIntOp::get_output_port_count() const {}

VisualShaderNodeUIntOp::PortType VisualShaderNodeUIntOp::get_output_port_type(int p_port) const {}

String VisualShaderNodeUIntOp::get_output_port_name(int p_port) const {}

String VisualShaderNodeUIntOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeUIntOp::set_operator(Operator p_op) {}

VisualShaderNodeUIntOp::Operator VisualShaderNodeUIntOp::get_operator() const {}

Vector<StringName> VisualShaderNodeUIntOp::get_editable_properties() const {}

void VisualShaderNodeUIntOp::_bind_methods() {}

VisualShaderNodeUIntOp::VisualShaderNodeUIntOp() {}

////////////// Vector Op

String VisualShaderNodeVectorOp::get_caption() const {}

int VisualShaderNodeVectorOp::get_input_port_count() const {}

String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {}

int VisualShaderNodeVectorOp::get_output_port_count() const {}

String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {}

String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeVectorOp::set_op_type(OpType p_op_type) {}

void VisualShaderNodeVectorOp::set_operator(Operator p_op) {}

VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {}

Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {}

String VisualShaderNodeVectorOp::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {}

void VisualShaderNodeVectorOp::_bind_methods() {}

VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {}

////////////// Color Op

String VisualShaderNodeColorOp::get_caption() const {}

int VisualShaderNodeColorOp::get_input_port_count() const {}

VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {}

String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {}

int VisualShaderNodeColorOp::get_output_port_count() const {}

VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {}

String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {}

String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeColorOp::set_operator(Operator p_op) {}

VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {}

Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {}

void VisualShaderNodeColorOp::_bind_methods() {}

VisualShaderNodeColorOp::VisualShaderNodeColorOp() {}

////////////// Transform Op

String VisualShaderNodeTransformOp::get_caption() const {}

int VisualShaderNodeTransformOp::get_input_port_count() const {}

VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {}

String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {}

int VisualShaderNodeTransformOp::get_output_port_count() const {}

VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {}

String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {}

String VisualShaderNodeTransformOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeTransformOp::set_operator(Operator p_op) {}

VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {}

Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {}

void VisualShaderNodeTransformOp::_bind_methods() {}

VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {}

////////////// TransformVec Mult

String VisualShaderNodeTransformVecMult::get_caption() const {}

int VisualShaderNodeTransformVecMult::get_input_port_count() const {}

VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {}

String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {}

int VisualShaderNodeTransformVecMult::get_output_port_count() const {}

VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {}

String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {}

String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {}

VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {}

Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {}

void VisualShaderNodeTransformVecMult::_bind_methods() {}

VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {}

////////////// Float Func

String VisualShaderNodeFloatFunc::get_caption() const {}

int VisualShaderNodeFloatFunc::get_input_port_count() const {}

VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {}

String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {}

int VisualShaderNodeFloatFunc::get_output_port_count() const {}

VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {}

String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {}

String VisualShaderNodeFloatFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeFloatFunc::set_function(Function p_func) {}

VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {}

Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {}

void VisualShaderNodeFloatFunc::_bind_methods() {}

VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {}

////////////// Int Func

String VisualShaderNodeIntFunc::get_caption() const {}

int VisualShaderNodeIntFunc::get_input_port_count() const {}

VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {}

String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {}

int VisualShaderNodeIntFunc::get_output_port_count() const {}

VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {}

String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {}

String VisualShaderNodeIntFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeIntFunc::set_function(Function p_func) {}

VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {}

Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {}

void VisualShaderNodeIntFunc::_bind_methods() {}

VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {}

////////////// Unsigned Int Func

String VisualShaderNodeUIntFunc::get_caption() const {}

int VisualShaderNodeUIntFunc::get_input_port_count() const {}

VisualShaderNodeUIntFunc::PortType VisualShaderNodeUIntFunc::get_input_port_type(int p_port) const {}

String VisualShaderNodeUIntFunc::get_input_port_name(int p_port) const {}

int VisualShaderNodeUIntFunc::get_output_port_count() const {}

VisualShaderNodeUIntFunc::PortType VisualShaderNodeUIntFunc::get_output_port_type(int p_port) const {}

String VisualShaderNodeUIntFunc::get_output_port_name(int p_port) const {}

String VisualShaderNodeUIntFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeUIntFunc::set_function(Function p_func) {}

VisualShaderNodeUIntFunc::Function VisualShaderNodeUIntFunc::get_function() const {}

Vector<StringName> VisualShaderNodeUIntFunc::get_editable_properties() const {}

void VisualShaderNodeUIntFunc::_bind_methods() {}

VisualShaderNodeUIntFunc::VisualShaderNodeUIntFunc() {}

////////////// Vector Func

String VisualShaderNodeVectorFunc::get_caption() const {}

int VisualShaderNodeVectorFunc::get_input_port_count() const {}

String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {}

int VisualShaderNodeVectorFunc::get_output_port_count() const {}

String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {}

String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeVectorFunc::set_op_type(OpType p_op_type) {}

void VisualShaderNodeVectorFunc::set_function(Function p_func) {}

VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {}

Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {}

void VisualShaderNodeVectorFunc::_bind_methods() {}

VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {}

////////////// ColorFunc

String VisualShaderNodeColorFunc::get_caption() const {}

int VisualShaderNodeColorFunc::get_input_port_count() const {}

VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {}

String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {}

int VisualShaderNodeColorFunc::get_output_port_count() const {}

VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {}

String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {}

String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeColorFunc::set_function(Function p_func) {}

VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {}

Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {}

void VisualShaderNodeColorFunc::_bind_methods() {}

VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {}

////////////// Transform Func

String VisualShaderNodeTransformFunc::get_caption() const {}

int VisualShaderNodeTransformFunc::get_input_port_count() const {}

VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {}

String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {}

int VisualShaderNodeTransformFunc::get_output_port_count() const {}

VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {}

String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {}

String VisualShaderNodeTransformFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeTransformFunc::set_function(Function p_func) {}

VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {}

Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {}

void VisualShaderNodeTransformFunc::_bind_methods() {}

VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {}

////////////// UV Func

String VisualShaderNodeUVFunc::get_caption() const {}

int VisualShaderNodeUVFunc::get_input_port_count() const {}

VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const {}

String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {}

bool VisualShaderNodeUVFunc::is_input_port_default(int p_port, Shader::Mode p_mode) const {}

int VisualShaderNodeUVFunc::get_output_port_count() const {}

VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {}

String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {}

bool VisualShaderNodeUVFunc::is_show_prop_names() const {}

String VisualShaderNodeUVFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {}

VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {}

Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {}

void VisualShaderNodeUVFunc::_bind_methods() {}

VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {}

////////////// UV PolarCoord

String VisualShaderNodeUVPolarCoord::get_caption() const {}

int VisualShaderNodeUVPolarCoord::get_input_port_count() const {}

VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_input_port_type(int p_port) const {}

String VisualShaderNodeUVPolarCoord::get_input_port_name(int p_port) const {}

bool VisualShaderNodeUVPolarCoord::is_input_port_default(int p_port, Shader::Mode p_mode) const {}

int VisualShaderNodeUVPolarCoord::get_output_port_count() const {}

VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_output_port_type(int p_port) const {}

String VisualShaderNodeUVPolarCoord::get_output_port_name(int p_port) const {}

String VisualShaderNodeUVPolarCoord::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeUVPolarCoord::VisualShaderNodeUVPolarCoord() {}

////////////// Dot Product

String VisualShaderNodeDotProduct::get_caption() const {}

int VisualShaderNodeDotProduct::get_input_port_count() const {}

VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {}

String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {}

int VisualShaderNodeDotProduct::get_output_port_count() const {}

VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {}

String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {}

String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {}

////////////// Vector Len

String VisualShaderNodeVectorLen::get_caption() const {}

int VisualShaderNodeVectorLen::get_input_port_count() const {}

String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {}

int VisualShaderNodeVectorLen::get_output_port_count() const {}

VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {}

String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {}

void VisualShaderNodeVectorLen::set_op_type(OpType p_op_type) {}

String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {}

////////////// Determinant

String VisualShaderNodeDeterminant::get_caption() const {}

int VisualShaderNodeDeterminant::get_input_port_count() const {}

VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {}

String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {}

int VisualShaderNodeDeterminant::get_output_port_count() const {}

VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {}

String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {}

String VisualShaderNodeDeterminant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {}

////////////// Derivative Function

String VisualShaderNodeDerivativeFunc::get_caption() const {}

int VisualShaderNodeDerivativeFunc::get_input_port_count() const {}

VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_input_port_type(int p_port) const {}

String VisualShaderNodeDerivativeFunc::get_input_port_name(int p_port) const {}

int VisualShaderNodeDerivativeFunc::get_output_port_count() const {}

VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_output_port_type(int p_port) const {}

String VisualShaderNodeDerivativeFunc::get_output_port_name(int p_port) const {}

String VisualShaderNodeDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

String VisualShaderNodeDerivativeFunc::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {}

void VisualShaderNodeDerivativeFunc::set_op_type(OpType p_op_type) {}

VisualShaderNodeDerivativeFunc::OpType VisualShaderNodeDerivativeFunc::get_op_type() const {}

void VisualShaderNodeDerivativeFunc::set_function(Function p_func) {}

VisualShaderNodeDerivativeFunc::Function VisualShaderNodeDerivativeFunc::get_function() const {}

void VisualShaderNodeDerivativeFunc::set_precision(Precision p_precision) {}

VisualShaderNodeDerivativeFunc::Precision VisualShaderNodeDerivativeFunc::get_precision() const {}

Vector<StringName> VisualShaderNodeDerivativeFunc::get_editable_properties() const {}

void VisualShaderNodeDerivativeFunc::_bind_methods() {}

VisualShaderNodeDerivativeFunc::VisualShaderNodeDerivativeFunc() {}

////////////// Clamp

String VisualShaderNodeClamp::get_caption() const {}

int VisualShaderNodeClamp::get_input_port_count() const {}

VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const {}

String VisualShaderNodeClamp::get_input_port_name(int p_port) const {}

int VisualShaderNodeClamp::get_output_port_count() const {}

VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const {}

String VisualShaderNodeClamp::get_output_port_name(int p_port) const {}

String VisualShaderNodeClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {}

VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const {}

Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {}

void VisualShaderNodeClamp::_bind_methods() {}

VisualShaderNodeClamp::VisualShaderNodeClamp() {}

////////////// FaceForward

String VisualShaderNodeFaceForward::get_caption() const {}

int VisualShaderNodeFaceForward::get_input_port_count() const {}

String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {}

int VisualShaderNodeFaceForward::get_output_port_count() const {}

String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {}

void VisualShaderNodeFaceForward::set_op_type(OpType p_op_type) {}

String VisualShaderNodeFaceForward::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {}

////////////// Outer Product

String VisualShaderNodeOuterProduct::get_caption() const {}

int VisualShaderNodeOuterProduct::get_input_port_count() const {}

VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {}

String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {}

int VisualShaderNodeOuterProduct::get_output_port_count() const {}

VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {}

String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {}

String VisualShaderNodeOuterProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {}

////////////// Step

String VisualShaderNodeStep::get_caption() const {}

int VisualShaderNodeStep::get_input_port_count() const {}

VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {}

String VisualShaderNodeStep::get_input_port_name(int p_port) const {}

int VisualShaderNodeStep::get_default_input_port(PortType p_type) const {}

int VisualShaderNodeStep::get_output_port_count() const {}

VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {}

String VisualShaderNodeStep::get_output_port_name(int p_port) const {}

void VisualShaderNodeStep::set_op_type(OpType p_op_type) {}

VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {}

String VisualShaderNodeStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {}

void VisualShaderNodeStep::_bind_methods() {}

VisualShaderNodeStep::VisualShaderNodeStep() {}

////////////// SmoothStep

String VisualShaderNodeSmoothStep::get_caption() const {}

int VisualShaderNodeSmoothStep::get_input_port_count() const {}

VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {}

String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {}

int VisualShaderNodeSmoothStep::get_default_input_port(PortType p_type) const {}

int VisualShaderNodeSmoothStep::get_output_port_count() const {}

VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {}

String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {}

void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {}

VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const {}

String VisualShaderNodeSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {}

void VisualShaderNodeSmoothStep::_bind_methods() {}

VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {}

////////////// Distance

String VisualShaderNodeVectorDistance::get_caption() const {}

int VisualShaderNodeVectorDistance::get_input_port_count() const {}

String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {}

int VisualShaderNodeVectorDistance::get_output_port_count() const {}

VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {}

String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {}

void VisualShaderNodeVectorDistance::set_op_type(OpType p_op_type) {}

String VisualShaderNodeVectorDistance::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {}

////////////// Refract Vector

String VisualShaderNodeVectorRefract::get_caption() const {}

int VisualShaderNodeVectorRefract::get_input_port_count() const {}

String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {}

int VisualShaderNodeVectorRefract::get_output_port_count() const {}

String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {}

String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeVectorRefract::set_op_type(OpType p_op_type) {}

VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {}

////////////// Mix

String VisualShaderNodeMix::get_caption() const {}

int VisualShaderNodeMix::get_input_port_count() const {}

VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {}

String VisualShaderNodeMix::get_input_port_name(int p_port) const {}

int VisualShaderNodeMix::get_output_port_count() const {}

VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {}

String VisualShaderNodeMix::get_output_port_name(int p_port) const {}

void VisualShaderNodeMix::set_op_type(OpType p_op_type) {}

VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {}

String VisualShaderNodeMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {}

void VisualShaderNodeMix::_bind_methods() {}

VisualShaderNodeMix::VisualShaderNodeMix() {}

////////////// Vector Compose

String VisualShaderNodeVectorCompose::get_caption() const {}

int VisualShaderNodeVectorCompose::get_input_port_count() const {}

VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {}

String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {}

int VisualShaderNodeVectorCompose::get_output_port_count() const {}

String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {}

void VisualShaderNodeVectorCompose::set_op_type(OpType p_op_type) {}

String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {}

////////////// Transform Compose

String VisualShaderNodeTransformCompose::get_caption() const {}

int VisualShaderNodeTransformCompose::get_input_port_count() const {}

VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {}

String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {}

int VisualShaderNodeTransformCompose::get_output_port_count() const {}

VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {}

String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {}

String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {}

////////////// Vector Decompose
String VisualShaderNodeVectorDecompose::get_caption() const {}

int VisualShaderNodeVectorDecompose::get_input_port_count() const {}

String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {}

int VisualShaderNodeVectorDecompose::get_output_port_count() const {}

VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {}

String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {}

void VisualShaderNodeVectorDecompose::set_op_type(OpType p_op_type) {}

String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {}

////////////// Transform Decompose

String VisualShaderNodeTransformDecompose::get_caption() const {}

int VisualShaderNodeTransformDecompose::get_input_port_count() const {}

VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {}

String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {}

int VisualShaderNodeTransformDecompose::get_output_port_count() const {}

VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {}

String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {}

String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {}

////////////// Float Parameter

String VisualShaderNodeFloatParameter::get_caption() const {}

int VisualShaderNodeFloatParameter::get_input_port_count() const {}

VisualShaderNodeFloatParameter::PortType VisualShaderNodeFloatParameter::get_input_port_type(int p_port) const {}

String VisualShaderNodeFloatParameter::get_input_port_name(int p_port) const {}

int VisualShaderNodeFloatParameter::get_output_port_count() const {}

VisualShaderNodeFloatParameter::PortType VisualShaderNodeFloatParameter::get_output_port_type(int p_port) const {}

String VisualShaderNodeFloatParameter::get_output_port_name(int p_port) const {}

String VisualShaderNodeFloatParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeFloatParameter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

bool VisualShaderNodeFloatParameter::is_show_prop_names() const {}

bool VisualShaderNodeFloatParameter::is_use_prop_slots() const {}

void VisualShaderNodeFloatParameter::set_hint(Hint p_hint) {}

VisualShaderNodeFloatParameter::Hint VisualShaderNodeFloatParameter::get_hint() const {}

void VisualShaderNodeFloatParameter::set_min(float p_value) {}

float VisualShaderNodeFloatParameter::get_min() const {}

void VisualShaderNodeFloatParameter::set_max(float p_value) {}

float VisualShaderNodeFloatParameter::get_max() const {}

void VisualShaderNodeFloatParameter::set_step(float p_value) {}

float VisualShaderNodeFloatParameter::get_step() const {}

void VisualShaderNodeFloatParameter::set_default_value_enabled(bool p_enabled) {}

bool VisualShaderNodeFloatParameter::is_default_value_enabled() const {}

void VisualShaderNodeFloatParameter::set_default_value(float p_value) {}

float VisualShaderNodeFloatParameter::get_default_value() const {}

void VisualShaderNodeFloatParameter::_bind_methods() {}

bool VisualShaderNodeFloatParameter::is_qualifier_supported(Qualifier p_qual) const {}

bool VisualShaderNodeFloatParameter::is_convertible_to_constant() const {}

Vector<StringName> VisualShaderNodeFloatParameter::get_editable_properties() const {}

VisualShaderNodeFloatParameter::VisualShaderNodeFloatParameter() {}

////////////// Integer Parameter

String VisualShaderNodeIntParameter::get_caption() const {}

int VisualShaderNodeIntParameter::get_input_port_count() const {}

VisualShaderNodeIntParameter::PortType VisualShaderNodeIntParameter::get_input_port_type(int p_port) const {}

String VisualShaderNodeIntParameter::get_input_port_name(int p_port) const {}

int VisualShaderNodeIntParameter::get_output_port_count() const {}

VisualShaderNodeIntParameter::PortType VisualShaderNodeIntParameter::get_output_port_type(int p_port) const {}

String VisualShaderNodeIntParameter::get_output_port_name(int p_port) const {}

String VisualShaderNodeIntParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeIntParameter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

bool VisualShaderNodeIntParameter::is_show_prop_names() const {}

bool VisualShaderNodeIntParameter::is_use_prop_slots() const {}

void VisualShaderNodeIntParameter::set_hint(Hint p_hint) {}

VisualShaderNodeIntParameter::Hint VisualShaderNodeIntParameter::get_hint() const {}

void VisualShaderNodeIntParameter::set_min(int p_value) {}

int VisualShaderNodeIntParameter::get_min() const {}

void VisualShaderNodeIntParameter::set_max(int p_value) {}

int VisualShaderNodeIntParameter::get_max() const {}

void VisualShaderNodeIntParameter::set_step(int p_value) {}

int VisualShaderNodeIntParameter::get_step() const {}

void VisualShaderNodeIntParameter::set_enum_names(const PackedStringArray &p_names) {}

PackedStringArray VisualShaderNodeIntParameter::get_enum_names() const {}

void VisualShaderNodeIntParameter::set_default_value_enabled(bool p_default_value_enabled) {}

bool VisualShaderNodeIntParameter::is_default_value_enabled() const {}

void VisualShaderNodeIntParameter::set_default_value(int p_default_value) {}

int VisualShaderNodeIntParameter::get_default_value() const {}

void VisualShaderNodeIntParameter::_bind_methods() {}

bool VisualShaderNodeIntParameter::is_qualifier_supported(Qualifier p_qual) const {}

bool VisualShaderNodeIntParameter::is_convertible_to_constant() const {}

Vector<StringName> VisualShaderNodeIntParameter::get_editable_properties() const {}

VisualShaderNodeIntParameter::VisualShaderNodeIntParameter() {}

////////////// Unsigned Integer Parameter

String VisualShaderNodeUIntParameter::get_caption() const {}

int VisualShaderNodeUIntParameter::get_input_port_count() const {}

VisualShaderNodeUIntParameter::PortType VisualShaderNodeUIntParameter::get_input_port_type(int p_port) const {}

String VisualShaderNodeUIntParameter::get_input_port_name(int p_port) const {}

int VisualShaderNodeUIntParameter::get_output_port_count() const {}

VisualShaderNodeUIntParameter::PortType VisualShaderNodeUIntParameter::get_output_port_type(int p_port) const {}

String VisualShaderNodeUIntParameter::get_output_port_name(int p_port) const {}

String VisualShaderNodeUIntParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeUIntParameter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

bool VisualShaderNodeUIntParameter::is_show_prop_names() const {}

bool VisualShaderNodeUIntParameter::is_use_prop_slots() const {}

void VisualShaderNodeUIntParameter::set_default_value_enabled(bool p_default_value_enabled) {}

bool VisualShaderNodeUIntParameter::is_default_value_enabled() const {}

void VisualShaderNodeUIntParameter::set_default_value(int p_default_value) {}

int VisualShaderNodeUIntParameter::get_default_value() const {}

void VisualShaderNodeUIntParameter::_bind_methods() {}

bool VisualShaderNodeUIntParameter::is_qualifier_supported(Qualifier p_qual) const {}

bool VisualShaderNodeUIntParameter::is_convertible_to_constant() const {}

Vector<StringName> VisualShaderNodeUIntParameter::get_editable_properties() const {}

VisualShaderNodeUIntParameter::VisualShaderNodeUIntParameter() {}

////////////// Boolean Parameter

String VisualShaderNodeBooleanParameter::get_caption() const {}

int VisualShaderNodeBooleanParameter::get_input_port_count() const {}

VisualShaderNodeBooleanParameter::PortType VisualShaderNodeBooleanParameter::get_input_port_type(int p_port) const {}

String VisualShaderNodeBooleanParameter::get_input_port_name(int p_port) const {}

int VisualShaderNodeBooleanParameter::get_output_port_count() const {}

VisualShaderNodeBooleanParameter::PortType VisualShaderNodeBooleanParameter::get_output_port_type(int p_port) const {}

String VisualShaderNodeBooleanParameter::get_output_port_name(int p_port) const {}

void VisualShaderNodeBooleanParameter::set_default_value_enabled(bool p_default_value_enabled) {}

bool VisualShaderNodeBooleanParameter::is_default_value_enabled() const {}

void VisualShaderNodeBooleanParameter::set_default_value(bool p_default_value) {}

bool VisualShaderNodeBooleanParameter::get_default_value() const {}

String VisualShaderNodeBooleanParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeBooleanParameter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

bool VisualShaderNodeBooleanParameter::is_show_prop_names() const {}

bool VisualShaderNodeBooleanParameter::is_use_prop_slots() const {}

void VisualShaderNodeBooleanParameter::_bind_methods() {}

bool VisualShaderNodeBooleanParameter::is_qualifier_supported(Qualifier p_qual) const {}

bool VisualShaderNodeBooleanParameter::is_convertible_to_constant() const {}

Vector<StringName> VisualShaderNodeBooleanParameter::get_editable_properties() const {}

VisualShaderNodeBooleanParameter::VisualShaderNodeBooleanParameter() {}

////////////// Color Parameter

String VisualShaderNodeColorParameter::get_caption() const {}

int VisualShaderNodeColorParameter::get_input_port_count() const {}

VisualShaderNodeColorParameter::PortType VisualShaderNodeColorParameter::get_input_port_type(int p_port) const {}

String VisualShaderNodeColorParameter::get_input_port_name(int p_port) const {}

int VisualShaderNodeColorParameter::get_output_port_count() const {}

VisualShaderNodeColorParameter::PortType VisualShaderNodeColorParameter::get_output_port_type(int p_port) const {}

String VisualShaderNodeColorParameter::get_output_port_name(int p_port) const {}

void VisualShaderNodeColorParameter::set_default_value_enabled(bool p_enabled) {}

bool VisualShaderNodeColorParameter::is_default_value_enabled() const {}

void VisualShaderNodeColorParameter::set_default_value(const Color &p_value) {}

Color VisualShaderNodeColorParameter::get_default_value() const {}

String VisualShaderNodeColorParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeColorParameter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

bool VisualShaderNodeColorParameter::is_show_prop_names() const {}

void VisualShaderNodeColorParameter::_bind_methods() {}

bool VisualShaderNodeColorParameter::is_qualifier_supported(Qualifier p_qual) const {}

bool VisualShaderNodeColorParameter::is_convertible_to_constant() const {}

Vector<StringName> VisualShaderNodeColorParameter::get_editable_properties() const {}

VisualShaderNodeColorParameter::VisualShaderNodeColorParameter() {}

////////////// Vector2 Parameter

String VisualShaderNodeVec2Parameter::get_caption() const {}

int VisualShaderNodeVec2Parameter::get_input_port_count() const {}

VisualShaderNodeVec2Parameter::PortType VisualShaderNodeVec2Parameter::get_input_port_type(int p_port) const {}

String VisualShaderNodeVec2Parameter::get_input_port_name(int p_port) const {}

int VisualShaderNodeVec2Parameter::get_output_port_count() const {}

VisualShaderNodeVec2Parameter::PortType VisualShaderNodeVec2Parameter::get_output_port_type(int p_port) const {}

String VisualShaderNodeVec2Parameter::get_output_port_name(int p_port) const {}

void VisualShaderNodeVec2Parameter::set_default_value_enabled(bool p_enabled) {}

bool VisualShaderNodeVec2Parameter::is_default_value_enabled() const {}

void VisualShaderNodeVec2Parameter::set_default_value(const Vector2 &p_value) {}

Vector2 VisualShaderNodeVec2Parameter::get_default_value() const {}

String VisualShaderNodeVec2Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeVec2Parameter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeVec2Parameter::_bind_methods() {}

bool VisualShaderNodeVec2Parameter::is_show_prop_names() const {}

bool VisualShaderNodeVec2Parameter::is_use_prop_slots() const {}

bool VisualShaderNodeVec2Parameter::is_qualifier_supported(Qualifier p_qual) const {}

bool VisualShaderNodeVec2Parameter::is_convertible_to_constant() const {}

Vector<StringName> VisualShaderNodeVec2Parameter::get_editable_properties() const {}

VisualShaderNodeVec2Parameter::VisualShaderNodeVec2Parameter() {}

////////////// Vector3 Parameter

String VisualShaderNodeVec3Parameter::get_caption() const {}

int VisualShaderNodeVec3Parameter::get_input_port_count() const {}

VisualShaderNodeVec3Parameter::PortType VisualShaderNodeVec3Parameter::get_input_port_type(int p_port) const {}

String VisualShaderNodeVec3Parameter::get_input_port_name(int p_port) const {}

int VisualShaderNodeVec3Parameter::get_output_port_count() const {}

VisualShaderNodeVec3Parameter::PortType VisualShaderNodeVec3Parameter::get_output_port_type(int p_port) const {}

String VisualShaderNodeVec3Parameter::get_output_port_name(int p_port) const {}

void VisualShaderNodeVec3Parameter::set_default_value_enabled(bool p_enabled) {}

bool VisualShaderNodeVec3Parameter::is_default_value_enabled() const {}

void VisualShaderNodeVec3Parameter::set_default_value(const Vector3 &p_value) {}

Vector3 VisualShaderNodeVec3Parameter::get_default_value() const {}

String VisualShaderNodeVec3Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeVec3Parameter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeVec3Parameter::_bind_methods() {}

bool VisualShaderNodeVec3Parameter::is_show_prop_names() const {}

bool VisualShaderNodeVec3Parameter::is_use_prop_slots() const {}

bool VisualShaderNodeVec3Parameter::is_qualifier_supported(Qualifier p_qual) const {}

bool VisualShaderNodeVec3Parameter::is_convertible_to_constant() const {}

Vector<StringName> VisualShaderNodeVec3Parameter::get_editable_properties() const {}

VisualShaderNodeVec3Parameter::VisualShaderNodeVec3Parameter() {}

////////////// Vector4 Parameter

String VisualShaderNodeVec4Parameter::get_caption() const {}

int VisualShaderNodeVec4Parameter::get_input_port_count() const {}

VisualShaderNodeVec4Parameter::PortType VisualShaderNodeVec4Parameter::get_input_port_type(int p_port) const {}

String VisualShaderNodeVec4Parameter::get_input_port_name(int p_port) const {}

int VisualShaderNodeVec4Parameter::get_output_port_count() const {}

VisualShaderNodeVec4Parameter::PortType VisualShaderNodeVec4Parameter::get_output_port_type(int p_port) const {}

String VisualShaderNodeVec4Parameter::get_output_port_name(int p_port) const {}

void VisualShaderNodeVec4Parameter::set_default_value_enabled(bool p_enabled) {}

bool VisualShaderNodeVec4Parameter::is_default_value_enabled() const {}

void VisualShaderNodeVec4Parameter::set_default_value(const Vector4 &p_value) {}

Vector4 VisualShaderNodeVec4Parameter::get_default_value() const {}

String VisualShaderNodeVec4Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeVec4Parameter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeVec4Parameter::_bind_methods() {}

bool VisualShaderNodeVec4Parameter::is_show_prop_names() const {}

bool VisualShaderNodeVec4Parameter::is_use_prop_slots() const {}

bool VisualShaderNodeVec4Parameter::is_qualifier_supported(Qualifier p_qual) const {}

bool VisualShaderNodeVec4Parameter::is_convertible_to_constant() const {}

Vector<StringName> VisualShaderNodeVec4Parameter::get_editable_properties() const {}

VisualShaderNodeVec4Parameter::VisualShaderNodeVec4Parameter() {}

////////////// Transform Parameter

String VisualShaderNodeTransformParameter::get_caption() const {}

int VisualShaderNodeTransformParameter::get_input_port_count() const {}

VisualShaderNodeTransformParameter::PortType VisualShaderNodeTransformParameter::get_input_port_type(int p_port) const {}

String VisualShaderNodeTransformParameter::get_input_port_name(int p_port) const {}

int VisualShaderNodeTransformParameter::get_output_port_count() const {}

VisualShaderNodeTransformParameter::PortType VisualShaderNodeTransformParameter::get_output_port_type(int p_port) const {}

String VisualShaderNodeTransformParameter::get_output_port_name(int p_port) const {}

void VisualShaderNodeTransformParameter::set_default_value_enabled(bool p_enabled) {}

bool VisualShaderNodeTransformParameter::is_default_value_enabled() const {}

void VisualShaderNodeTransformParameter::set_default_value(const Transform3D &p_value) {}

Transform3D VisualShaderNodeTransformParameter::get_default_value() const {}

String VisualShaderNodeTransformParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeTransformParameter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeTransformParameter::_bind_methods() {}

bool VisualShaderNodeTransformParameter::is_show_prop_names() const {}

bool VisualShaderNodeTransformParameter::is_use_prop_slots() const {}

bool VisualShaderNodeTransformParameter::is_qualifier_supported(Qualifier p_qual) const {}

bool VisualShaderNodeTransformParameter::is_convertible_to_constant() const {}

Vector<StringName> VisualShaderNodeTransformParameter::get_editable_properties() const {}

VisualShaderNodeTransformParameter::VisualShaderNodeTransformParameter() {}

//////////////

String get_sampler_hint(VisualShaderNodeTextureParameter::TextureType p_texture_type, VisualShaderNodeTextureParameter::ColorDefault p_color_default, VisualShaderNodeTextureParameter::TextureFilter p_texture_filter, VisualShaderNodeTextureParameter::TextureRepeat p_texture_repeat, VisualShaderNodeTextureParameter::TextureSource p_texture_source) {}

////////////// Texture Parameter

int VisualShaderNodeTextureParameter::get_input_port_count() const {}

VisualShaderNodeTextureParameter::PortType VisualShaderNodeTextureParameter::get_input_port_type(int p_port) const {}

String VisualShaderNodeTextureParameter::get_input_port_name(int p_port) const {}

int VisualShaderNodeTextureParameter::get_output_port_count() const {}

VisualShaderNodeTextureParameter::PortType VisualShaderNodeTextureParameter::get_output_port_type(int p_port) const {}

String VisualShaderNodeTextureParameter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeTextureParameter::set_texture_type(TextureType p_texture_type) {}

VisualShaderNodeTextureParameter::TextureType VisualShaderNodeTextureParameter::get_texture_type() const {}

void VisualShaderNodeTextureParameter::set_color_default(ColorDefault p_color_default) {}

VisualShaderNodeTextureParameter::ColorDefault VisualShaderNodeTextureParameter::get_color_default() const {}

void VisualShaderNodeTextureParameter::set_texture_filter(TextureFilter p_filter) {}

VisualShaderNodeTextureParameter::TextureFilter VisualShaderNodeTextureParameter::get_texture_filter() const {}

void VisualShaderNodeTextureParameter::set_texture_repeat(TextureRepeat p_repeat) {}

VisualShaderNodeTextureParameter::TextureRepeat VisualShaderNodeTextureParameter::get_texture_repeat() const {}

void VisualShaderNodeTextureParameter::set_texture_source(TextureSource p_source) {}

VisualShaderNodeTextureParameter::TextureSource VisualShaderNodeTextureParameter::get_texture_source() const {}

Vector<StringName> VisualShaderNodeTextureParameter::get_editable_properties() const {}

bool VisualShaderNodeTextureParameter::is_show_prop_names() const {}

String VisualShaderNodeTextureParameter::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {}

HashMap<StringName, String> VisualShaderNodeTextureParameter::get_editable_properties_names() const {}

void VisualShaderNodeTextureParameter::_bind_methods() {}

bool VisualShaderNodeTextureParameter::is_qualifier_supported(Qualifier p_qual) const {}

bool VisualShaderNodeTextureParameter::is_convertible_to_constant() const {}

VisualShaderNodeTextureParameter::VisualShaderNodeTextureParameter() {}

////////////// Texture2D Parameter

String VisualShaderNodeTexture2DParameter::get_caption() const {}

String VisualShaderNodeTexture2DParameter::get_output_port_name(int p_port) const {}

String VisualShaderNodeTexture2DParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

VisualShaderNodeTexture2DParameter::VisualShaderNodeTexture2DParameter() {}

////////////// Texture Parameter (Triplanar)

String VisualShaderNodeTextureParameterTriplanar::get_caption() const {}

int VisualShaderNodeTextureParameterTriplanar::get_input_port_count() const {}

VisualShaderNodeTextureParameterTriplanar::PortType VisualShaderNodeTextureParameterTriplanar::get_input_port_type(int p_port) const {}

String VisualShaderNodeTextureParameterTriplanar::get_input_port_name(int p_port) const {}

int VisualShaderNodeTextureParameterTriplanar::get_output_port_count() const {}

VisualShaderNodeTextureParameterTriplanar::PortType VisualShaderNodeTextureParameterTriplanar::get_output_port_type(int p_port) const {}

String VisualShaderNodeTextureParameterTriplanar::get_output_port_name(int p_port) const {}

String VisualShaderNodeTextureParameterTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {}

String VisualShaderNodeTextureParameterTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeTextureParameterTriplanar::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeTextureParameterTriplanar::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

bool VisualShaderNodeTextureParameterTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {}

VisualShaderNodeTextureParameterTriplanar::VisualShaderNodeTextureParameterTriplanar() {}

////////////// Texture2DArray Parameter

String VisualShaderNodeTexture2DArrayParameter::get_caption() const {}

String VisualShaderNodeTexture2DArrayParameter::get_output_port_name(int p_port) const {}

String VisualShaderNodeTexture2DArrayParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

VisualShaderNodeTexture2DArrayParameter::VisualShaderNodeTexture2DArrayParameter() {}

////////////// Texture3D Parameter

String VisualShaderNodeTexture3DParameter::get_caption() const {}

String VisualShaderNodeTexture3DParameter::get_output_port_name(int p_port) const {}

String VisualShaderNodeTexture3DParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

VisualShaderNodeTexture3DParameter::VisualShaderNodeTexture3DParameter() {}

////////////// Cubemap Parameter

String VisualShaderNodeCubemapParameter::get_caption() const {}

String VisualShaderNodeCubemapParameter::get_output_port_name(int p_port) const {}

String VisualShaderNodeCubemapParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

VisualShaderNodeCubemapParameter::VisualShaderNodeCubemapParameter() {}

////////////// If

String VisualShaderNodeIf::get_caption() const {}

int VisualShaderNodeIf::get_input_port_count() const {}

VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {}

String VisualShaderNodeIf::get_input_port_name(int p_port) const {}

int VisualShaderNodeIf::get_output_port_count() const {}

VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {}

String VisualShaderNodeIf::get_output_port_name(int p_port) const {}

String VisualShaderNodeIf::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeIf::VisualShaderNodeIf() {}

////////////// Switch

String VisualShaderNodeSwitch::get_caption() const {}

int VisualShaderNodeSwitch::get_input_port_count() const {}

VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {}

String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {}

int VisualShaderNodeSwitch::get_output_port_count() const {}

VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {}

String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {}

void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {}

VisualShaderNodeSwitch::OpType VisualShaderNodeSwitch::get_op_type() const {}

Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const {}

void VisualShaderNodeSwitch::_bind_methods() {}

String VisualShaderNodeSwitch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeSwitch::VisualShaderNodeSwitch() {}

////////////// Fresnel

String VisualShaderNodeFresnel::get_caption() const {}

int VisualShaderNodeFresnel::get_input_port_count() const {}

VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {}

String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {}

int VisualShaderNodeFresnel::get_output_port_count() const {}

VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {}

String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {}

bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {}

String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

bool VisualShaderNodeFresnel::is_input_port_default(int p_port, Shader::Mode p_mode) const {}

VisualShaderNodeFresnel::VisualShaderNodeFresnel() {}

////////////// Is

String VisualShaderNodeIs::get_caption() const {}

int VisualShaderNodeIs::get_input_port_count() const {}

VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {}

String VisualShaderNodeIs::get_input_port_name(int p_port) const {}

int VisualShaderNodeIs::get_output_port_count() const {}

VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {}

String VisualShaderNodeIs::get_output_port_name(int p_port) const {}

String VisualShaderNodeIs::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeIs::set_function(Function p_func) {}

VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {}

Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {}

void VisualShaderNodeIs::_bind_methods() {}

VisualShaderNodeIs::VisualShaderNodeIs() {}

////////////// Compare

String VisualShaderNodeCompare::get_caption() const {}

int VisualShaderNodeCompare::get_input_port_count() const {}

VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {}

String VisualShaderNodeCompare::get_input_port_name(int p_port) const {}

int VisualShaderNodeCompare::get_output_port_count() const {}

VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {}

String VisualShaderNodeCompare::get_output_port_name(int p_port) const {}

String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {}

String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_type) {}

VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {}

void VisualShaderNodeCompare::set_function(Function p_func) {}

VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {}

void VisualShaderNodeCompare::set_condition(Condition p_condition) {}

VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {}

Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {}

void VisualShaderNodeCompare::_bind_methods() {}

VisualShaderNodeCompare::VisualShaderNodeCompare() {}

////////////// Fma

String VisualShaderNodeMultiplyAdd::get_caption() const {}

int VisualShaderNodeMultiplyAdd::get_input_port_count() const {}

VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {}

String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {}

int VisualShaderNodeMultiplyAdd::get_output_port_count() const {}

VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {}

String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {}

String VisualShaderNodeMultiplyAdd::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {}

VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {}

Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {}

void VisualShaderNodeMultiplyAdd::_bind_methods() {}

VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {}

////////////// Billboard

String VisualShaderNodeBillboard::get_caption() const {}

int VisualShaderNodeBillboard::get_input_port_count() const {}

VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {}

String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {}

int VisualShaderNodeBillboard::get_output_port_count() const {}

VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {}

String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {}

String VisualShaderNodeBillboard::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

bool VisualShaderNodeBillboard::is_show_prop_names() const {}

void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {}

VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {}

void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {}

bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {}

Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {}

void VisualShaderNodeBillboard::_bind_methods() {}

VisualShaderNodeBillboard::VisualShaderNodeBillboard() {}

////////////// DistanceFade

String VisualShaderNodeDistanceFade::get_caption() const {}

int VisualShaderNodeDistanceFade::get_input_port_count() const {}

VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_input_port_type(int p_port) const {}

String VisualShaderNodeDistanceFade::get_input_port_name(int p_port) const {}

int VisualShaderNodeDistanceFade::get_output_port_count() const {}

VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_output_port_type(int p_port) const {}

String VisualShaderNodeDistanceFade::get_output_port_name(int p_port) const {}

bool VisualShaderNodeDistanceFade::has_output_port_preview(int p_port) const {}

String VisualShaderNodeDistanceFade::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeDistanceFade::VisualShaderNodeDistanceFade() {}

////////////// ProximityFade

String VisualShaderNodeProximityFade::get_caption() const {}

int VisualShaderNodeProximityFade::get_input_port_count() const {}

VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_input_port_type(int p_port) const {}

String VisualShaderNodeProximityFade::get_input_port_name(int p_port) const {}

int VisualShaderNodeProximityFade::get_output_port_count() const {}

VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_output_port_type(int p_port) const {}

String VisualShaderNodeProximityFade::get_output_port_name(int p_port) const {}

bool VisualShaderNodeProximityFade::has_output_port_preview(int p_port) const {}

String VisualShaderNodeProximityFade::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {}

String VisualShaderNodeProximityFade::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeProximityFade::VisualShaderNodeProximityFade() {}

////////////// Random Range

String VisualShaderNodeRandomRange::get_caption() const {}

int VisualShaderNodeRandomRange::get_input_port_count() const {}

VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_input_port_type(int p_port) const {}

String VisualShaderNodeRandomRange::get_input_port_name(int p_port) const {}

int VisualShaderNodeRandomRange::get_output_port_count() const {}

VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_output_port_type(int p_port) const {}

String VisualShaderNodeRandomRange::get_output_port_name(int p_port) const {}

String VisualShaderNodeRandomRange::generate_global_per_node(Shader::Mode p_mode, int p_id) const {}

String VisualShaderNodeRandomRange::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeRandomRange::VisualShaderNodeRandomRange() {}

////////////// Remap

String VisualShaderNodeRemap::get_caption() const {}

int VisualShaderNodeRemap::get_input_port_count() const {}

VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_input_port_type(int p_port) const {}

String VisualShaderNodeRemap::get_input_port_name(int p_port) const {}

int VisualShaderNodeRemap::get_output_port_count() const {}

VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_output_port_type(int p_port) const {}

String VisualShaderNodeRemap::get_output_port_name(int p_port) const {}

void VisualShaderNodeRemap::set_op_type(OpType p_op_type) {}

VisualShaderNodeRemap::OpType VisualShaderNodeRemap::get_op_type() const {}

String VisualShaderNodeRemap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

Vector<StringName> VisualShaderNodeRemap::get_editable_properties() const {}

void VisualShaderNodeRemap::_bind_methods() {}

VisualShaderNodeRemap::VisualShaderNodeRemap() {}

////////////// RotationByAxis

String VisualShaderNodeRotationByAxis::get_caption() const {}

int VisualShaderNodeRotationByAxis::get_input_port_count() const {}

VisualShaderNodeRotationByAxis::PortType VisualShaderNodeRotationByAxis::get_input_port_type(int p_port) const {}

String VisualShaderNodeRotationByAxis::get_input_port_name(int p_port) const {}

int VisualShaderNodeRotationByAxis::get_output_port_count() const {}

VisualShaderNodeRotationByAxis::PortType VisualShaderNodeRotationByAxis::get_output_port_type(int p_port) const {}

String VisualShaderNodeRotationByAxis::get_output_port_name(int p_port) const {}

bool VisualShaderNodeRotationByAxis::has_output_port_preview(int p_port) const {}

String VisualShaderNodeRotationByAxis::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

VisualShaderNodeRotationByAxis::VisualShaderNodeRotationByAxis() {}

String VisualShaderNodeReroute::get_caption() const {}

int VisualShaderNodeReroute::get_input_port_count() const {}

VisualShaderNodeReroute::PortType VisualShaderNodeReroute::get_input_port_type(int p_port) const {}

String VisualShaderNodeReroute::get_input_port_name(int p_port) const {}

int VisualShaderNodeReroute::get_output_port_count() const {}

VisualShaderNodeReroute::PortType VisualShaderNodeReroute::get_output_port_type(int p_port) const {}

String VisualShaderNodeReroute::get_output_port_name(int p_port) const {}

String VisualShaderNodeReroute::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {}

void VisualShaderNodeReroute::_set_port_type(PortType p_type) {}

void VisualShaderNodeReroute::_bind_methods() {}

VisualShaderNodeReroute::VisualShaderNodeReroute() {}