feat: godot-engine-source-4.3-stable
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engine/doc/classes/VisualShaderNodeInput.xml
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32
engine/doc/classes/VisualShaderNodeInput.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeInput" 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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Represents the input shader parameter within the visual shader graph.
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</brief_description>
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<description>
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Gives access to input variables (built-ins) available for the shader. See the shading reference for the list of available built-ins for each shader type (check [code]Tutorials[/code] section for link).
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</description>
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<tutorials>
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<link title="Shading reference index">$DOCS_URL/tutorials/shaders/shader_reference/index.html</link>
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</tutorials>
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<methods>
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<method name="get_input_real_name" qualifiers="const">
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<return type="String" />
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<description>
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Returns a translated name of the current constant in the Godot Shader Language. E.g. [code]"ALBEDO"[/code] if the [member input_name] equal to [code]"albedo"[/code].
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</description>
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</method>
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</methods>
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<members>
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<member name="input_name" type="String" setter="set_input_name" getter="get_input_name" default=""[None]"">
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One of the several input constants in lower-case style like: "vertex" ([code]VERTEX[/code]) or "point_size" ([code]POINT_SIZE[/code]).
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</member>
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</members>
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<signals>
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<signal name="input_type_changed">
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<description>
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Emitted when input is changed via [member input_name].
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</description>
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</signal>
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</signals>
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</class>
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