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			98 lines
		
	
	
	
		
			3 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			98 lines
		
	
	
	
		
			3 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
| <?xml version="1.0" encoding="UTF-8" ?>
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| <class name="VisualShaderNodeColorOp" inherits="VisualShaderNode" version="4.0">
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| 	<brief_description>
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| 		A [Color] operator to be used within the visual shader graph.
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| 	</brief_description>
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| 	<description>
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| 		Applies [member operator] to two color inputs.
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| 	</description>
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| 	<tutorials>
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| 	</tutorials>
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| 	<methods>
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| 	</methods>
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| 	<members>
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| 		<member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeColorOp.Operator" default="0">
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| 			An operator to be applied to the inputs. See [enum Operator] for options.
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| 		</member>
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| 	</members>
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| 	<constants>
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| 		<constant name="OP_SCREEN" value="0" enum="Operator">
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| 			Produce a screen effect with the following formula:
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| 			[codeblock]
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| 			result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
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| 			[/codeblock]
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| 		</constant>
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| 		<constant name="OP_DIFFERENCE" value="1" enum="Operator">
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| 			Produce a difference effect with the following formula:
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| 			[codeblock]
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| 			result = abs(a - b);
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| 			[/codeblock]
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| 		</constant>
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| 		<constant name="OP_DARKEN" value="2" enum="Operator">
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| 			Produce a darken effect with the following formula:
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| 			[codeblock]
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| 			result = min(a, b);
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| 			[/codeblock]
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| 		</constant>
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| 		<constant name="OP_LIGHTEN" value="3" enum="Operator">
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| 			Produce a lighten effect with the following formula:
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| 			[codeblock]
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| 			result = max(a, b);
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| 			[/codeblock]
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| 		</constant>
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| 		<constant name="OP_OVERLAY" value="4" enum="Operator">
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| 			Produce an overlay effect with the following formula:
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| 			[codeblock]
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| 			for (int i = 0; i < 3; i++) {
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| 			    float base = a[i];
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| 			    float blend = b[i];
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| 			    if (base < 0.5) {
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| 			        result[i] = 2.0 * base * blend;
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| 			    } else {
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| 			        result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
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| 			    }
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| 			}
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| 			[/codeblock]
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| 		</constant>
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| 		<constant name="OP_DODGE" value="5" enum="Operator">
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| 			Produce a dodge effect with the following formula:
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| 			[codeblock]
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| 			result = a / (vec3(1.0) - b);
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| 			[/codeblock]
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| 		</constant>
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| 		<constant name="OP_BURN" value="6" enum="Operator">
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| 			Produce a burn effect with the following formula:
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| 			[codeblock]
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| 			result = vec3(1.0) - (vec3(1.0) - a) / b;
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| 			[/codeblock]
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| 		</constant>
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| 		<constant name="OP_SOFT_LIGHT" value="7" enum="Operator">
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| 			Produce a soft light effect with the following formula:
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| 			[codeblock]
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| 			for (int i = 0; i < 3; i++) {
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| 			    float base = a[i];
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| 			    float blend = b[i];
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| 			    if (base < 0.5) {
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| 			        result[i] = base * (blend + 0.5);
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| 			    } else {
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| 			        result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
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| 			    }
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| 			}
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| 			[/codeblock]
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| 		</constant>
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| 		<constant name="OP_HARD_LIGHT" value="8" enum="Operator">
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| 			Produce a hard light effect with the following formula:
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| 			[codeblock]
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| 			for (int i = 0; i < 3; i++) {
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| 			    float base = a[i];
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| 			    float blend = b[i];
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| 			    if (base < 0.5) {
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| 			        result[i] = base * (2.0 * blend);
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| 			    } else {
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| 			        result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
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| 			    }
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| 			}
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| 			[/codeblock]
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| 		</constant>
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| 	</constants>
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| </class>
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