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VisualShaderNodeInput.hx
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/
VisualShaderNodeInput.hx
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// Automatically generated Godot externs: DO NOT EDIT
// MIT licensed, see LICENSE.md
package godot;
import cs.system.*;
/**
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 `Tutorials` section for link).
**/
@:libType
@:csNative
@:native("Godot.VisualShaderNodeInput")
@:autoBuild(godot.Godot.buildUserClass())
extern class VisualShaderNodeInput extends godot.VisualShaderNode {
/**
`input_type_changed` signal.
**/
public var onInputTypeChanged(get, never):Signal<Void->Void>;
@:dox(hide) @:noCompletion inline function get_onInputTypeChanged():Signal<Void->Void> {
return new Signal(this, "input_type_changed", Signal.SignalHandlerVoidVoid.connectSignal, Signal.SignalHandlerVoidVoid.disconnectSignal, Signal.SignalHandlerVoidVoid.isSignalConnected);
}
/**
One of the several input constants in lower-case style like: "vertex"(`VERTEX`) or "point_size"(`POINT_SIZE`).
**/
@:native("InputName")
public var inputName:std.String;
@:native("new")
public function new():Void;
@:native("SetInputName")
public function setInputName(name:std.String):Void;
@:native("GetInputName")
public function getInputName():std.String;
@:native("GetInputRealName")
public function getInputRealName():std.String;
}