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		81064cc239
		
			
		
	
	
	
	
		
			
			We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
		
			
				
	
	
		
			32 lines
		
	
	
	
		
			1.4 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			32 lines
		
	
	
	
		
			1.4 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
| <?xml version="1.0" encoding="UTF-8" ?>
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| <class name="VisualShaderNodeInput" 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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| 		Represents the input shader parameter within the visual shader graph.
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| 	</brief_description>
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| 	<description>
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| 		Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link).
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| 	</description>
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| 	<tutorials>
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| 		<link title="Shading reference index">$DOCS_URL/tutorials/shaders/shader_reference/index.html</link>
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| 	</tutorials>
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| 	<methods>
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| 		<method name="get_input_real_name" qualifiers="const">
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| 			<return type="String" />
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| 			<description>
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| 				Returns a translated name of the current constant in the Godot Shader Language. E.g. [code]"ALBEDO"[/code] if the [member input_name] equal to [code]"albedo"[/code].
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| 			</description>
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| 		</method>
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| 	</methods>
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| 	<members>
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| 		<member name="input_name" type="String" setter="set_input_name" getter="get_input_name" default=""[None]"">
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| 			One of the several input constants in lower-case style like: "vertex" ([code]VERTEX[/code]) or "point_size" ([code]POINT_SIZE[/code]).
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| 		</member>
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| 	</members>
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| 	<signals>
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| 		<signal name="input_type_changed">
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| 			<description>
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| 				Emitted when input is changed via [member input_name].
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| 			</description>
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| 		</signal>
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| 	</signals>
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| </class>
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