VisualShaderNodeDerivativeFunc ​
Inherits: VisualShaderNode < Resource < RefCounted < Object
Calculates a derivative within the visual shader graph.
Description
This node is only available in Fragment
and Light
visual shaders.
Properties
0 | ||
0 | ||
0 |
Enumerations
enum OpType: 🔗
OpType OP_TYPE_SCALAR = 0
A floating-point scalar.
OpType OP_TYPE_VECTOR_2D = 1
A 2D vector type.
OpType OP_TYPE_VECTOR_3D = 2
A 3D vector type.
OpType OP_TYPE_VECTOR_4D = 3
A 4D vector type.
OpType OP_TYPE_MAX = 4
Represents the size of the OpType enum.
enum Function: 🔗
Function FUNC_SUM = 0
Sum of absolute derivative in x
and y
.
Function FUNC_X = 1
Derivative in x
using local differencing.
Function FUNC_Y = 2
Derivative in y
using local differencing.
Function FUNC_MAX = 3
Represents the size of the Function enum.
enum Precision: 🔗
Precision PRECISION_NONE = 0
No precision is specified, the GPU driver is allowed to use whatever level of precision it chooses. This is the default option and is equivalent to using dFdx()
or dFdy()
in text shaders.
Precision PRECISION_COARSE = 1
The derivative will be calculated using the current fragment's neighbors (which may not include the current fragment). This tends to be faster than using PRECISION_FINE, but may not be suitable when more precision is needed. This is equivalent to using dFdxCoarse()
or dFdyCoarse()
in text shaders.
Precision PRECISION_FINE = 2
The derivative will be calculated using the current fragment and its immediate neighbors. This tends to be slower than using PRECISION_COARSE, but may be necessary when more precision is needed. This is equivalent to using dFdxFine()
or dFdyFine()
in text shaders.
Precision PRECISION_MAX = 3
Represents the size of the Precision enum.
Property Descriptions
A derivative function type. See Function for options.
A type of operands and returned value. See OpType for options.
Sets the level of precision to use for the derivative function. See Precision for options. When using the GL Compatibility renderer, this setting has no effect.