godot/scene/resources/visual_shader_sdf_nodes.cpp

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/*  visual_shader_sdf_nodes.cpp                                           */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "visual_shader_sdf_nodes.h"

// VisualShaderNodeSDFToScreenUV

String VisualShaderNodeSDFToScreenUV::get_caption() const {}

int VisualShaderNodeSDFToScreenUV::get_input_port_count() const {}

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

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

int VisualShaderNodeSDFToScreenUV::get_output_port_count() const {}

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

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

String VisualShaderNodeSDFToScreenUV::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 {}

VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() {}

// VisualShaderNodeScreenUVToSDF

String VisualShaderNodeScreenUVToSDF::get_caption() const {}

int VisualShaderNodeScreenUVToSDF::get_input_port_count() const {}

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

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

int VisualShaderNodeScreenUVToSDF::get_output_port_count() const {}

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

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

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

String VisualShaderNodeScreenUVToSDF::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 {}

VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() {}

// VisualShaderNodeTextureSDF

String VisualShaderNodeTextureSDF::get_caption() const {}

int VisualShaderNodeTextureSDF::get_input_port_count() const {}

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

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

int VisualShaderNodeTextureSDF::get_output_port_count() const {}

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

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

String VisualShaderNodeTextureSDF::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 {}

VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() {}

// VisualShaderNodeTextureSDFNormal

String VisualShaderNodeTextureSDFNormal::get_caption() const {}

int VisualShaderNodeTextureSDFNormal::get_input_port_count() const {}

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

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

int VisualShaderNodeTextureSDFNormal::get_output_port_count() const {}

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

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

String VisualShaderNodeTextureSDFNormal::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 {}

VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() {}

// VisualShaderNodeSDFRaymarch

String VisualShaderNodeSDFRaymarch::get_caption() const {}

int VisualShaderNodeSDFRaymarch::get_input_port_count() const {}

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

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

int VisualShaderNodeSDFRaymarch::get_output_port_count() const {}

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

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

String VisualShaderNodeSDFRaymarch::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 {}

VisualShaderNodeSDFRaymarch::VisualShaderNodeSDFRaymarch() {}