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VisualShaderNode

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VisualShaderNodeDerivativeFunc
Table of contents

VisualShaderNodeDerivativeFunc #

is_refcounted, is_instantiable, resource, core, not_builtin_classes

Calculates a derivative within the visual shader graph.

This node is only available in Fragment and Light visual shaders.

Members #

var function = FUNC_SUM#

A derivative function type. See Function for options.

var op_type = OP_TYPE_SCALAR#

A type of operands and returned value. See OpType for options.

var precision = PRECISION_NONE#

Sets the level of precision to use for the derivative function. See Precision for options. When using the Compatibility renderer, this setting has no effect.

Methods #

Annotations #

Constants #

const OP_TYPE_SCALAR = 0 enum OpType#

A floating-point scalar.

const OP_TYPE_VECTOR_2D = 1 enum OpType#

A 2D vector type.

const OP_TYPE_VECTOR_3D = 2 enum OpType#

A 3D vector type.

const OP_TYPE_VECTOR_4D = 3 enum OpType#

A 4D vector type.

const OP_TYPE_MAX = 4 enum OpType#

Represents the size of the OpType enum.

const FUNC_SUM = 0 enum Function#

Sum of absolute derivative in x and y.

const FUNC_X = 1 enum Function#

Derivative in x using local differencing.

const FUNC_Y = 2 enum Function#

Derivative in y using local differencing.

const FUNC_MAX = 3 enum Function#

Represents the size of the Function enum.

const PRECISION_NONE = 0 enum Precision#

No precision is specified, the GPU driver is allowed to use whatever level of precision it chooses. This is the default option and is equivalent to using dFdx() or dFdy() in text shaders.

const PRECISION_COARSE = 1 enum Precision#

The derivative will be calculated using the current fragment's neighbors (which may not include the current fragment). This tends to be faster than using PRECISION_FINE, but may not be suitable when more precision is needed. This is equivalent to using dFdxCoarse() or dFdyCoarse() in text shaders.

const PRECISION_FINE = 2 enum Precision#

The derivative will be calculated using the current fragment and its immediate neighbors. This tends to be slower than using PRECISION_COARSE, but may be necessary when more precision is needed. This is equivalent to using dFdxFine() or dFdyFine() in text shaders.

const PRECISION_MAX = 3 enum Precision#

Represents the size of the Precision enum.

Constructors #

Enums #

OpType#

enum OpType { OP_TYPE_SCALAR = 0, OP_TYPE_VECTOR_2D = 1, OP_TYPE_VECTOR_3D = 2, OP_TYPE_VECTOR_4D = 3, OP_TYPE_MAX = 4, }

Function#

enum Function { FUNC_SUM = 0, FUNC_X = 1, FUNC_Y = 2, FUNC_MAX = 3, }

Precision#

enum Precision { PRECISION_NONE = 0, PRECISION_COARSE = 1, PRECISION_FINE = 2, PRECISION_MAX = 3, }

Operators #

Signals #

Theme Items #

Tutorials #