godot/doc/classes/VisualShaderNodeDerivativeFunc.xml

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeDerivativeFunc" inherits="VisualShaderNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Calculates a derivative within the visual shader graph.
	</brief_description>
	<description>
		This node is only available in [code]Fragment[/code] and [code]Light[/code] visual shaders.
	</description>
	<tutorials>
	</tutorials>
	<members>
		<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeDerivativeFunc.Function" default="0">
			A derivative function type. See [enum Function] for options.
		</member>
		<member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeDerivativeFunc.OpType" default="0">
			A type of operands and returned value. See [enum OpType] for options.
		</member>
		<member name="precision" type="int" setter="set_precision" getter="get_precision" enum="VisualShaderNodeDerivativeFunc.Precision" default="0">
			Sets the level of precision to use for the derivative function. See [enum Precision] for options. When using the GL Compatibility renderer, this setting has no effect.
		</member>
	</members>
	<constants>
		<constant name="OP_TYPE_SCALAR" value="0" enum="OpType">
			A floating-point scalar.
		</constant>
		<constant name="OP_TYPE_VECTOR_2D" value="1" enum="OpType">
			A 2D vector type.
		</constant>
		<constant name="OP_TYPE_VECTOR_3D" value="2" enum="OpType">
			A 3D vector type.
		</constant>
		<constant name="OP_TYPE_VECTOR_4D" value="3" enum="OpType">
			A 4D vector type.
		</constant>
		<constant name="OP_TYPE_MAX" value="4" enum="OpType">
			Represents the size of the [enum OpType] enum.
		</constant>
		<constant name="FUNC_SUM" value="0" enum="Function">
			Sum of absolute derivative in [code]x[/code] and [code]y[/code].
		</constant>
		<constant name="FUNC_X" value="1" enum="Function">
			Derivative in [code]x[/code] using local differencing.
		</constant>
		<constant name="FUNC_Y" value="2" enum="Function">
			Derivative in [code]y[/code] using local differencing.
		</constant>
		<constant name="FUNC_MAX" value="3" enum="Function">
			Represents the size of the [enum Function] enum.
		</constant>
		<constant name="PRECISION_NONE" value="0" enum="Precision">
			No precision is specified, the GPU driver is allowed to use whatever level of precision it chooses. This is the default option and is equivalent to using [code]dFdx()[/code] or [code]dFdy()[/code] in text shaders.
		</constant>
		<constant name="PRECISION_COARSE" value="1" enum="Precision">
			The derivative will be calculated using the current fragment's neighbors (which may not include the current fragment). This tends to be faster than using [constant PRECISION_FINE], but may not be suitable when more precision is needed. This is equivalent to using [code]dFdxCoarse()[/code] or [code]dFdyCoarse()[/code] in text shaders.
		</constant>
		<constant name="PRECISION_FINE" value="2" enum="Precision">
			The derivative will be calculated using the current fragment and its immediate neighbors. This tends to be slower than using [constant PRECISION_COARSE], but may be necessary when more precision is needed. This is equivalent to using [code]dFdxFine()[/code] or [code]dFdyFine()[/code] in text shaders.
		</constant>
		<constant name="PRECISION_MAX" value="3" enum="Precision">
			Represents the size of the [enum Precision] enum.
		</constant>
	</constants>
</class>