godot/doc/classes/VisualShaderNodeColorFunc.xml

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeColorFunc" inherits="VisualShaderNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		A [Color] function to be used within the visual shader graph.
	</brief_description>
	<description>
		Accept a [Color] to the input port and transform it according to [member function].
	</description>
	<tutorials>
	</tutorials>
	<members>
		<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeColorFunc.Function" default="0">
			A function to be applied to the input color. See [enum Function] for options.
		</member>
	</members>
	<constants>
		<constant name="FUNC_GRAYSCALE" value="0" enum="Function">
			Converts the color to grayscale using the following formula:
			[codeblock]
			vec3 c = input;
			float max1 = max(c.r, c.g);
			float max2 = max(max1, c.b);
			float max3 = max(max1, max2);
			return vec3(max3, max3, max3);
			[/codeblock]
		</constant>
		<constant name="FUNC_HSV2RGB" value="1" enum="Function">
			Converts HSV vector to RGB equivalent.
		</constant>
		<constant name="FUNC_RGB2HSV" value="2" enum="Function">
			Converts RGB vector to HSV equivalent.
		</constant>
		<constant name="FUNC_SEPIA" value="3" enum="Function">
			Applies sepia tone effect using the following formula:
			[codeblock]
			vec3 c = input;
			float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);
			float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);
			float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);
			return vec3(r, g, b);
			[/codeblock]
		</constant>
		<constant name="FUNC_MAX" value="4" enum="Function">
			Represents the size of the [enum Function] enum.
		</constant>
	</constants>
</class>