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-rw-r--r--doc/classes/Shader.xml8
1 files changed, 6 insertions, 2 deletions
diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml
index 99e38e969d..10deaf1c41 100644
--- a/doc/classes/Shader.xml
+++ b/doc/classes/Shader.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="Shader" inherits="Resource" version="4.0">
+<class name="Shader" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A custom shader program.
</brief_description>
@@ -7,15 +7,17 @@
This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
</description>
<tutorials>
- <link title="Shaders documentation index">https://docs.godotengine.org/en/latest/tutorials/shaders/index.html</link>
+ <link title="Shaders documentation index">$DOCS_URL/tutorials/shaders/index.html</link>
</tutorials>
<methods>
<method name="get_default_texture_param" qualifiers="const">
<return type="Texture2D" />
<argument index="0" name="param" type="StringName" />
+ <argument index="1" name="index" type="int" default="0" />
<description>
Returns the texture that is set as default for the specified parameter.
[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
+ [b]Note:[/b] If the sampler array is used use [code]index[/code] to access the specified texture.
</description>
</method>
<method name="get_mode" qualifiers="const">
@@ -36,9 +38,11 @@
<return type="void" />
<argument index="0" name="param" type="StringName" />
<argument index="1" name="texture" type="Texture2D" />
+ <argument index="2" name="index" type="int" default="0" />
<description>
Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the [ShaderMaterial].
[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
+ [b]Note:[/b] If the sampler array is used use [code]index[/code] to access the specified texture.
</description>
</method>
</methods>