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								<?xml version="1.0" encoding="UTF-8" ?>  
						 
					
						
							
								
									
										
										
										
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								<class  name= "VisualShaderNodeTexture"  inherits= "VisualShaderNode"  xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance"  xsi:noNamespaceSchemaLocation= "../class.xsd" >  
						 
					
						
							
								
									
										
										
										
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									<brief_description > 
							 
						 
					
						
							
								
									
										
										
										
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										Performs a 2D texture lookup within the visual shader graph.
							 
						 
					
						
							
								
									
										
										
										
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									</brief_description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									<description > 
							 
						 
					
						
							
								
									
										
										
										
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										Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from.
							 
						 
					
						
							
								
									
										
										
										
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									</description> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									<tutorials > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									</tutorials> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									<members > 
							 
						 
					
						
							
								
									
										
										
										
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										<member  name= "source"  type= "int"  setter= "set_source"  getter= "get_source"  enum= "VisualShaderNodeTexture.Source"  default= "0" > 
							 
						 
					
						
							
								
									
										
										
										
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											Determines the source for the lookup. See [enum Source] for options.
							 
						 
					
						
							
								
									
										
										
										
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										</member> 
							 
						 
					
						
							
								
									
										
										
										
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										<member  name= "texture"  type= "Texture2D"  setter= "set_texture"  getter= "get_texture" > 
							 
						 
					
						
							
								
									
										
										
										
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											The source texture, if needed for the selected [member source].
							 
						 
					
						
							
								
									
										
										
										
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										</member> 
							 
						 
					
						
							
								
									
										
										
										
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										<member  name= "texture_type"  type= "int"  setter= "set_texture_type"  getter= "get_texture_type"  enum= "VisualShaderNodeTexture.TextureType"  default= "0" > 
							 
						 
					
						
							
								
									
										
										
										
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											Specifies the type of the texture if [member source] is set to [constant SOURCE_TEXTURE]. See [enum TextureType] for options.
							 
						 
					
						
							
								
									
										
										
										
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										</member> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									</members> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									<constants > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										<constant  name= "SOURCE_TEXTURE"  value= "0"  enum= "Source" > 
							 
						 
					
						
							
								
									
										
										
										
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											Use the texture given as an argument for this function.
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										<constant  name= "SOURCE_SCREEN"  value= "1"  enum= "Source" > 
							 
						 
					
						
							
								
									
										
										
										
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											Use the current viewport's texture as the source.
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										<constant  name= "SOURCE_2D_TEXTURE"  value= "2"  enum= "Source" > 
							 
						 
					
						
							
								
									
										
										
										
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											Use the texture from this shader's texture built-in (e.g. a texture of a [Sprite2D]).
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										<constant  name= "SOURCE_2D_NORMAL"  value= "3"  enum= "Source" > 
							 
						 
					
						
							
								
									
										
										
										
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											Use the texture from this shader's normal map built-in.
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
									
										
										
										
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										<constant  name= "SOURCE_DEPTH"  value= "4"  enum= "Source" > 
							 
						 
					
						
							
								
									
										
										
										
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											Use the depth texture captured during the depth prepass. Only available when the depth prepass is used (i.e. in spatial shaders and in the forward_plus or gl_compatibility renderers).
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
									
										
										
										
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										<constant  name= "SOURCE_PORT"  value= "5"  enum= "Source" > 
							 
						 
					
						
							
								
									
										
										
										
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											Use the texture provided in the input port for this function.
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
									
										
										
										
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										<constant  name= "SOURCE_3D_NORMAL"  value= "6"  enum= "Source" > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											Use the normal buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										</constant> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										<constant  name= "SOURCE_ROUGHNESS"  value= "7"  enum= "Source" > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											Use the roughness buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										</constant> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										<constant  name= "SOURCE_MAX"  value= "8"  enum= "Source" > 
							 
						 
					
						
							
								
									
										
										
										
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											Represents the size of the [enum Source] enum.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										</constant> 
							 
						 
					
						
							
								
									
										
										
										
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										<constant  name= "TYPE_DATA"  value= "0"  enum= "TextureType" > 
							 
						 
					
						
							
								
									
										
										
										
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											No hints are added to the uniform declaration.
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										<constant  name= "TYPE_COLOR"  value= "1"  enum= "TextureType" > 
							 
						 
					
						
							
								
									
										
										
										
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											Adds [code]source_color[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
									
										
										
										
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										<constant  name= "TYPE_NORMAL_MAP"  value= "2"  enum= "TextureType" > 
							 
						 
					
						
							
								
									
										
										
										
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											Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
							 
						 
					
						
							
								
									
										
										
										
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										</constant> 
							 
						 
					
						
							
								
									
										
										
										
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										<constant  name= "TYPE_MAX"  value= "3"  enum= "TextureType" > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											Represents the size of the [enum TextureType] enum.
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										</constant> 
							 
						 
					
						
							
								
									
										
										
										
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									</constants> 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								</class>