godot/scene/resources/3d/sky_material.cpp

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

#include "core/config/project_settings.h"
#include "core/version.h"

Mutex ProceduralSkyMaterial::shader_mutex;
RID ProceduralSkyMaterial::shader_cache[2];

void ProceduralSkyMaterial::set_sky_top_color(const Color &p_sky_top) {}

Color ProceduralSkyMaterial::get_sky_top_color() const {}

void ProceduralSkyMaterial::set_sky_horizon_color(const Color &p_sky_horizon) {}

Color ProceduralSkyMaterial::get_sky_horizon_color() const {}

void ProceduralSkyMaterial::set_sky_curve(float p_curve) {}

float ProceduralSkyMaterial::get_sky_curve() const {}

void ProceduralSkyMaterial::set_sky_energy_multiplier(float p_multiplier) {}

float ProceduralSkyMaterial::get_sky_energy_multiplier() const {}

void ProceduralSkyMaterial::set_sky_cover(const Ref<Texture2D> &p_sky_cover) {}

Ref<Texture2D> ProceduralSkyMaterial::get_sky_cover() const {}

void ProceduralSkyMaterial::set_sky_cover_modulate(const Color &p_sky_cover_modulate) {}

Color ProceduralSkyMaterial::get_sky_cover_modulate() const {}

void ProceduralSkyMaterial::set_ground_bottom_color(const Color &p_ground_bottom) {}

Color ProceduralSkyMaterial::get_ground_bottom_color() const {}

void ProceduralSkyMaterial::set_ground_horizon_color(const Color &p_ground_horizon) {}

Color ProceduralSkyMaterial::get_ground_horizon_color() const {}

void ProceduralSkyMaterial::set_ground_curve(float p_curve) {}

float ProceduralSkyMaterial::get_ground_curve() const {}

void ProceduralSkyMaterial::set_ground_energy_multiplier(float p_multiplier) {}

float ProceduralSkyMaterial::get_ground_energy_multiplier() const {}

void ProceduralSkyMaterial::set_sun_angle_max(float p_angle) {}

float ProceduralSkyMaterial::get_sun_angle_max() const {}

void ProceduralSkyMaterial::set_sun_curve(float p_curve) {}

float ProceduralSkyMaterial::get_sun_curve() const {}

void ProceduralSkyMaterial::set_use_debanding(bool p_use_debanding) {}

bool ProceduralSkyMaterial::get_use_debanding() const {}

void ProceduralSkyMaterial::set_energy_multiplier(float p_multiplier) {}

float ProceduralSkyMaterial::get_energy_multiplier() const {}

Shader::Mode ProceduralSkyMaterial::get_shader_mode() const {}

RID ProceduralSkyMaterial::get_rid() const {}

RID ProceduralSkyMaterial::get_shader_rid() const {}

void ProceduralSkyMaterial::_validate_property(PropertyInfo &p_property) const {}

void ProceduralSkyMaterial::_bind_methods() {}

void ProceduralSkyMaterial::cleanup_shader() {}

void ProceduralSkyMaterial::_update_shader() {}

ProceduralSkyMaterial::ProceduralSkyMaterial() {}

ProceduralSkyMaterial::~ProceduralSkyMaterial() {}

/////////////////////////////////////////
/* PanoramaSkyMaterial */

void PanoramaSkyMaterial::set_panorama(const Ref<Texture2D> &p_panorama) {}

Ref<Texture2D> PanoramaSkyMaterial::get_panorama() const {}

void PanoramaSkyMaterial::set_filtering_enabled(bool p_enabled) {}

bool PanoramaSkyMaterial::is_filtering_enabled() const {}

void PanoramaSkyMaterial::set_energy_multiplier(float p_multiplier) {}

float PanoramaSkyMaterial::get_energy_multiplier() const {}

Shader::Mode PanoramaSkyMaterial::get_shader_mode() const {}

RID PanoramaSkyMaterial::get_rid() const {}

RID PanoramaSkyMaterial::get_shader_rid() const {}

void PanoramaSkyMaterial::_bind_methods() {}

Mutex PanoramaSkyMaterial::shader_mutex;
RID PanoramaSkyMaterial::shader_cache[2];

void PanoramaSkyMaterial::cleanup_shader() {}

void PanoramaSkyMaterial::_update_shader() {}

PanoramaSkyMaterial::PanoramaSkyMaterial() {}

PanoramaSkyMaterial::~PanoramaSkyMaterial() {}

//////////////////////////////////
/* PhysicalSkyMaterial */

void PhysicalSkyMaterial::set_rayleigh_coefficient(float p_rayleigh) {}

float PhysicalSkyMaterial::get_rayleigh_coefficient() const {}

void PhysicalSkyMaterial::set_rayleigh_color(Color p_rayleigh_color) {}

Color PhysicalSkyMaterial::get_rayleigh_color() const {}

void PhysicalSkyMaterial::set_mie_coefficient(float p_mie) {}

float PhysicalSkyMaterial::get_mie_coefficient() const {}

void PhysicalSkyMaterial::set_mie_eccentricity(float p_eccentricity) {}

float PhysicalSkyMaterial::get_mie_eccentricity() const {}

void PhysicalSkyMaterial::set_mie_color(Color p_mie_color) {}

Color PhysicalSkyMaterial::get_mie_color() const {}

void PhysicalSkyMaterial::set_turbidity(float p_turbidity) {}

float PhysicalSkyMaterial::get_turbidity() const {}

void PhysicalSkyMaterial::set_sun_disk_scale(float p_sun_disk_scale) {}

float PhysicalSkyMaterial::get_sun_disk_scale() const {}

void PhysicalSkyMaterial::set_ground_color(Color p_ground_color) {}

Color PhysicalSkyMaterial::get_ground_color() const {}

void PhysicalSkyMaterial::set_energy_multiplier(float p_multiplier) {}

float PhysicalSkyMaterial::get_energy_multiplier() const {}

void PhysicalSkyMaterial::set_use_debanding(bool p_use_debanding) {}

bool PhysicalSkyMaterial::get_use_debanding() const {}

void PhysicalSkyMaterial::set_night_sky(const Ref<Texture2D> &p_night_sky) {}

Ref<Texture2D> PhysicalSkyMaterial::get_night_sky() const {}

Shader::Mode PhysicalSkyMaterial::get_shader_mode() const {}

RID PhysicalSkyMaterial::get_rid() const {}

RID PhysicalSkyMaterial::get_shader_rid() const {}

void PhysicalSkyMaterial::_validate_property(PropertyInfo &p_property) const {}

Mutex PhysicalSkyMaterial::shader_mutex;
RID PhysicalSkyMaterial::shader_cache[2];

void PhysicalSkyMaterial::_bind_methods() {}

void PhysicalSkyMaterial::cleanup_shader() {}

void PhysicalSkyMaterial::_update_shader() {}

PhysicalSkyMaterial::PhysicalSkyMaterial() {}

PhysicalSkyMaterial::~PhysicalSkyMaterial() {}