diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/VisualShaderNodeDerivativeFunc.xml | 15 |
1 files changed, 15 insertions, 0 deletions
diff --git a/doc/classes/VisualShaderNodeDerivativeFunc.xml b/doc/classes/VisualShaderNodeDerivativeFunc.xml index 9a1ad53394..4a31969171 100644 --- a/doc/classes/VisualShaderNodeDerivativeFunc.xml +++ b/doc/classes/VisualShaderNodeDerivativeFunc.xml @@ -15,6 +15,9 @@ <member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeDerivativeFunc.OpType" default="0"> A type of operands and returned value. See [enum OpType] for options. </member> + <member name="precision" type="int" setter="set_precision" getter="get_precision" enum="VisualShaderNodeDerivativeFunc.Precision" default="0"> + Sets the level of precision to use for the derivative function. See [enum Precision] for options. When using the GL_Compatibility renderer, this setting has no effect. + </member> </members> <constants> <constant name="OP_TYPE_SCALAR" value="0" enum="OpType"> @@ -44,5 +47,17 @@ <constant name="FUNC_MAX" value="3" enum="Function"> Represents the size of the [enum Function] enum. </constant> + <constant name="PRECISION_NONE" value="0" enum="Precision"> + 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 [code]dFdx()[/code] or [code]dFdy()[/code] in text shaders. + </constant> + <constant name="PRECISION_COARSE" value="1" enum="Precision"> + 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 [constant PRECISION_FINE], but may not be suitable when more precision is needed. This is equivalent to using [code]dFdxCoarse()[/code] or [code]dFdyCoarse()[/code] in text shaders. + </constant> + <constant name="PRECISION_FINE" value="2" enum="Precision"> + The derivative will be calculated using the current fragment and its immediate neighbors. This tends to be slower than using [constant PRECISION_COARSE], but may be necessary when more precision is needed. This is equivalent to using [code]dFdxFine()[/code] or [code]dFdyFine()[/code] in text shaders. + </constant> + <constant name="PRECISION_MAX" value="3" enum="Precision"> + Represents the size of the [enum Precision] enum. + </constant> </constants> </class> |