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70 lines
3.2 KiB
ReStructuredText
70 lines
3.2 KiB
ReStructuredText
:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisualShaderNodeExpression.xml.
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.. _class_VisualShaderNodeExpression:
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VisualShaderNodeExpression
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==========================
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**继承:** :ref:`VisualShaderNodeGroupBase<class_VisualShaderNodeGroupBase>` **<** :ref:`VisualShaderNodeResizableBase<class_VisualShaderNodeResizableBase>` **<** :ref:`VisualShaderNode<class_VisualShaderNode>` **<** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
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**派生:** :ref:`VisualShaderNodeGlobalExpression<class_VisualShaderNodeGlobalExpression>`
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用Godot着色语言编写的自定义可视化着色器图形表达式。
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.. rst-class:: classref-introduction-group
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描述
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----
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自定义 Godot 着色器语言表达式,有自定义数量的输入和输出端口。
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所提供的代码会直接注入到着色器图中匹配的着色器函数中(\ ``vertex``\ 、\ ``fragment`` 或 ``light``\ ),所以不能用于声明函数、varying、uniform 或全局常量。这种全局定义见 :ref:`VisualShaderNodeGlobalExpression<class_VisualShaderNodeGlobalExpression>`\ 。
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.. rst-class:: classref-reftable-group
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属性
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----
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.. table::
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:widths: auto
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+-----------------------------+-------------------------------------------------------------------------+--------+
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| :ref:`String<class_String>` | :ref:`expression<class_VisualShaderNodeExpression_property_expression>` | ``""`` |
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+-----------------------------+-------------------------------------------------------------------------+--------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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属性说明
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--------
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.. _class_VisualShaderNodeExpression_property_expression:
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.. rst-class:: classref-property
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:ref:`String<class_String>` **expression** = ``""`` :ref:`🔗<class_VisualShaderNodeExpression_property_expression>`
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.. rst-class:: classref-property-setget
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- |void| **set_expression**\ (\ value\: :ref:`String<class_String>`\ )
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- :ref:`String<class_String>` **get_expression**\ (\ )
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Godot 着色器语言中的表达式,它将被注入到图形匹配的着色器函数(\ ``vertex``\ 、\ ``fragment`` 或 ``light``\ )的开头,因此不能用于声明函数、varying、uniform 或全局常量。
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.. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)`
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.. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)`
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.. |vararg| replace:: :abbr:`vararg (本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。)`
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.. |constructor| replace:: :abbr:`constructor (本方法用于构造某个类型。)`
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.. |static| replace:: :abbr:`static (调用本方法无需实例,可直接使用类名进行调用。)`
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.. |operator| replace:: :abbr:`operator (本方法描述的是使用本类型作为左操作数的有效运算符。)`
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.. |bitfield| replace:: :abbr:`BitField (这个值是由下列位标志构成位掩码的整数。)`
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.. |void| replace:: :abbr:`void (无返回值。)`
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