#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() { … }
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() { … }
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() { … }