AeThex-Engine-Core/engine/doc/classes/RDShaderSource.xml
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="RDShaderSource" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Shader source code (used by [RenderingDevice]).
</brief_description>
<description>
Shader source code in text form.
See also [RDShaderFile]. [RDShaderSource] is only meant to be used with the [RenderingDevice] API. It should not be confused with Godot's own [Shader] resource, which is what Godot's various nodes use for high-level shader programming.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_stage_source" qualifiers="const">
<return type="String" />
<param index="0" name="stage" type="int" enum="RenderingDevice.ShaderStage" />
<description>
Returns source code for the specified shader [param stage]. Equivalent to getting one of [member source_compute], [member source_fragment], [member source_tesselation_control], [member source_tesselation_evaluation] or [member source_vertex].
</description>
</method>
<method name="set_stage_source">
<return type="void" />
<param index="0" name="stage" type="int" enum="RenderingDevice.ShaderStage" />
<param index="1" name="source" type="String" />
<description>
Sets [param source] code for the specified shader [param stage]. Equivalent to setting one of [member source_compute], [member source_fragment], [member source_tesselation_control], [member source_tesselation_evaluation] or [member source_vertex].
[b]Note:[/b] If you set the compute shader source code using this method directly, remember to remove the Godot-specific hint [code]#[compute][/code].
</description>
</method>
</methods>
<members>
<member name="language" type="int" setter="set_language" getter="get_language" enum="RenderingDevice.ShaderLanguage" default="0">
The language the shader is written in.
</member>
<member name="source_any_hit" type="String" setter="set_stage_source" getter="get_stage_source" default="&quot;&quot;">
Source code for the shader's any hit stage.
</member>
<member name="source_closest_hit" type="String" setter="set_stage_source" getter="get_stage_source" default="&quot;&quot;">
Source code for the shader's closest hit stage.
</member>
<member name="source_compute" type="String" setter="set_stage_source" getter="get_stage_source" default="&quot;&quot;">
Source code for the shader's compute stage.
</member>
<member name="source_fragment" type="String" setter="set_stage_source" getter="get_stage_source" default="&quot;&quot;">
Source code for the shader's fragment stage.
</member>
<member name="source_intersection" type="String" setter="set_stage_source" getter="get_stage_source" default="&quot;&quot;">
Source code for the shader's intersection stage.
</member>
<member name="source_miss" type="String" setter="set_stage_source" getter="get_stage_source" default="&quot;&quot;">
Source code for the shader's miss stage.
</member>
<member name="source_raygen" type="String" setter="set_stage_source" getter="get_stage_source" default="&quot;&quot;">
Source code for the shader's ray generation stage.
</member>
<member name="source_tesselation_control" type="String" setter="set_stage_source" getter="get_stage_source" default="&quot;&quot;">
Source code for the shader's tessellation control stage.
</member>
<member name="source_tesselation_evaluation" type="String" setter="set_stage_source" getter="get_stage_source" default="&quot;&quot;">
Source code for the shader's tessellation evaluation stage.
</member>
<member name="source_vertex" type="String" setter="set_stage_source" getter="get_stage_source" default="&quot;&quot;">
Source code for the shader's vertex stage.
</member>
</members>
</class>