feat: godot-engine-source-4.3-stable
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engine/doc/classes/VisualShaderNodeColorFunc.xml
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47
engine/doc/classes/VisualShaderNodeColorFunc.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeColorFunc" inherits="VisualShaderNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A [Color] function to be used within the visual shader graph.
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</brief_description>
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<description>
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Accept a [Color] to the input port and transform it according to [member function].
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeColorFunc.Function" default="0">
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A function to be applied to the input color. See [enum Function] for options.
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</member>
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</members>
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<constants>
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<constant name="FUNC_GRAYSCALE" value="0" enum="Function">
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Converts the color to grayscale using the following formula:
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[codeblock]
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vec3 c = input;
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float max1 = max(c.r, c.g);
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float max2 = max(max1, c.b);
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float max3 = max(max1, max2);
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return vec3(max3, max3, max3);
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[/codeblock]
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</constant>
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<constant name="FUNC_HSV2RGB" value="1" enum="Function">
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Converts HSV vector to RGB equivalent.
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</constant>
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<constant name="FUNC_RGB2HSV" value="2" enum="Function">
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Converts RGB vector to HSV equivalent.
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</constant>
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<constant name="FUNC_SEPIA" value="3" enum="Function">
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Applies sepia tone effect using the following formula:
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[codeblock]
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vec3 c = input;
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float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);
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float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);
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float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);
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return vec3(r, g, b);
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[/codeblock]
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</constant>
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<constant name="FUNC_MAX" value="4" enum="Function">
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Represents the size of the [enum Function] enum.
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</constant>
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</constants>
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</class>
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