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Currently including `zh_CN` and `es` which both have very high completion ratios. Others will be added once they reach a significant percentage too. These RST files will be used by godot-docs in place of its `classes` folder after we sync with https://github.com/godotengine/godot-docs/pull/5458. The update workflow is manual for now (example for `zh_CN`): - Build `godotengine/godot` in the branch we currently track (now `3.x`) - Run `godot --doctool -l zh_CN` - Run `cd doc && make rst LANGARG=zh_CN` - Copy `doc/_build/rst/*` to `classes/zh_CN/` here - Make sure to have `classes/zh_CN/index.rst` copied from `docs/classes`
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:github_url: hide
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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the VisualShaderNodeVectorRefract.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_VisualShaderNodeVectorRefract:
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VisualShaderNodeVectorRefract
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=============================
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**Inherits:** :ref:`VisualShaderNode<class_VisualShaderNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
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Devuelve el :ref:`Vector3<class_Vector3>` que apunta en la dirección de refracción. Para usar dentro de visual shader graph.
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Descripción
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----------------------
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Traducido a ``refract(I, N, eta)`` en el lenguaje shader, donde ``I`` es el vector incidente, ``N`` es el vector normal y ``eta`` es la relación de los índices de la refracción.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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