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-rw-r--r--doc/classes/VisualShaderNodeExpression.xml6
1 files changed, 1 insertions, 5 deletions
diff --git a/doc/classes/VisualShaderNodeExpression.xml b/doc/classes/VisualShaderNodeExpression.xml
index f571edaab3..4fde6d3aaf 100644
--- a/doc/classes/VisualShaderNodeExpression.xml
+++ b/doc/classes/VisualShaderNodeExpression.xml
@@ -5,17 +5,13 @@
</brief_description>
<description>
Custom Godot Shading Language expression, with a custom amount of input and output ports.
- The provided code is directly injected into the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), so it cannot be used to to declare functions, varyings, uniforms, or global constants. See [VisualShaderNodeGlobalExpression] for such global definitions.
+ The provided code is directly injected into the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), so it cannot be used to declare functions, varyings, uniforms, or global constants. See [VisualShaderNodeGlobalExpression] for such global definitions.
</description>
<tutorials>
</tutorials>
- <methods>
- </methods>
<members>
<member name="expression" type="String" setter="set_expression" getter="get_expression" default="&quot;&quot;">
An expression in Godot Shading Language, which will be injected at the start of the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), and thus cannot be used to declare functions, varyings, uniforms, or global constants.
</member>
</members>
- <constants>
- </constants>
</class>