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209 lines
5.7 KiB
ReStructuredText
209 lines
5.7 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/3.5/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/3.5/doc/classes/VisualShaderNodeColorOp.xml.
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.. _class_VisualShaderNodeColorOp:
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VisualShaderNodeColorOp
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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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A :ref:`Color<class_Color>` operator to be used within the visual shader graph.
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.. rst-class:: classref-introduction-group
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Description
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-----------
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Applies :ref:`operator<class_VisualShaderNodeColorOp_property_operator>` to two color inputs.
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.. rst-class:: classref-reftable-group
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Properties
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----------
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.. table::
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:widths: auto
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+--------------------------------------------------------+------------------------------------------------------------------+-------+
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| :ref:`Operator<enum_VisualShaderNodeColorOp_Operator>` | :ref:`operator<class_VisualShaderNodeColorOp_property_operator>` | ``0`` |
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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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Enumerations
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------------
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.. _enum_VisualShaderNodeColorOp_Operator:
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.. rst-class:: classref-enumeration
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enum **Operator**:
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.. _class_VisualShaderNodeColorOp_constant_OP_SCREEN:
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.. rst-class:: classref-enumeration-constant
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:ref:`Operator<enum_VisualShaderNodeColorOp_Operator>` **OP_SCREEN** = ``0``
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Produce a screen effect with the following formula:
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::
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result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
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.. _class_VisualShaderNodeColorOp_constant_OP_DIFFERENCE:
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.. rst-class:: classref-enumeration-constant
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:ref:`Operator<enum_VisualShaderNodeColorOp_Operator>` **OP_DIFFERENCE** = ``1``
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Produce a difference effect with the following formula:
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::
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result = abs(a - b);
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.. _class_VisualShaderNodeColorOp_constant_OP_DARKEN:
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.. rst-class:: classref-enumeration-constant
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:ref:`Operator<enum_VisualShaderNodeColorOp_Operator>` **OP_DARKEN** = ``2``
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Produce a darken effect with the following formula:
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::
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result = min(a, b);
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.. _class_VisualShaderNodeColorOp_constant_OP_LIGHTEN:
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.. rst-class:: classref-enumeration-constant
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:ref:`Operator<enum_VisualShaderNodeColorOp_Operator>` **OP_LIGHTEN** = ``3``
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Produce a lighten effect with the following formula:
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::
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result = max(a, b);
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.. _class_VisualShaderNodeColorOp_constant_OP_OVERLAY:
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.. rst-class:: classref-enumeration-constant
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:ref:`Operator<enum_VisualShaderNodeColorOp_Operator>` **OP_OVERLAY** = ``4``
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Produce an overlay effect with the following formula:
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::
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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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.. _class_VisualShaderNodeColorOp_constant_OP_DODGE:
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.. rst-class:: classref-enumeration-constant
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:ref:`Operator<enum_VisualShaderNodeColorOp_Operator>` **OP_DODGE** = ``5``
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Produce a dodge effect with the following formula:
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::
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result = a / (vec3(1.0) - b);
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.. _class_VisualShaderNodeColorOp_constant_OP_BURN:
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.. rst-class:: classref-enumeration-constant
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:ref:`Operator<enum_VisualShaderNodeColorOp_Operator>` **OP_BURN** = ``6``
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Produce a burn effect with the following formula:
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::
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result = vec3(1.0) - (vec3(1.0) - a) / b;
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.. _class_VisualShaderNodeColorOp_constant_OP_SOFT_LIGHT:
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.. rst-class:: classref-enumeration-constant
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:ref:`Operator<enum_VisualShaderNodeColorOp_Operator>` **OP_SOFT_LIGHT** = ``7``
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Produce a soft light effect with the following formula:
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::
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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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.. _class_VisualShaderNodeColorOp_constant_OP_HARD_LIGHT:
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.. rst-class:: classref-enumeration-constant
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:ref:`Operator<enum_VisualShaderNodeColorOp_Operator>` **OP_HARD_LIGHT** = ``8``
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Produce a hard light effect with the following formula:
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::
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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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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Property Descriptions
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---------------------
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.. _class_VisualShaderNodeColorOp_property_operator:
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.. rst-class:: classref-property
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:ref:`Operator<enum_VisualShaderNodeColorOp_Operator>` **operator** = ``0``
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.. rst-class:: classref-property-setget
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- void **set_operator** **(** :ref:`Operator<enum_VisualShaderNodeColorOp_Operator>` value **)**
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- :ref:`Operator<enum_VisualShaderNodeColorOp_Operator>` **get_operator** **(** **)**
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An operator to be applied to the inputs. See :ref:`Operator<enum_VisualShaderNodeColorOp_Operator>` for options.
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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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.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
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