<?xml version="1.0" encoding="UTF-8" ?> <class name="ShaderIncludeDB" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Internal database of built in shader include files. </brief_description> <description> This object contains shader fragments from Godot's internal shaders. These can be used when access to internal uniform buffers and/or internal functions is required for instance when composing compositor effects or compute shaders. Only fragments for the current rendering device are loaded. </description> <tutorials> </tutorials> <methods> <method name="get_built_in_include_file" qualifiers="static"> <return type="String" /> <param index="0" name="filename" type="String" /> <description> Returns the code for the built-in shader fragment. You can also access this in your shader code through [code]#include "filename"[/code]. </description> </method> <method name="has_built_in_include_file" qualifiers="static"> <return type="bool" /> <param index="0" name="filename" type="String" /> <description> Returns [code]true[/code] if an include file with this name exists. </description> </method> <method name="list_built_in_include_files" qualifiers="static"> <return type="PackedStringArray" /> <description> Returns a list of built-in include files that are currently registered. </description> </method> </methods> </class>