- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
19 lines
932 B
XML
19 lines
932 B
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeVarying" inherits="VisualShaderNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A visual shader node that represents a "varying" shader value.
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</brief_description>
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<description>
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Varying values are shader variables that can be passed between shader functions, e.g. from Vertex shader to Fragment shader.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="varying_name" type="String" setter="set_varying_name" getter="get_varying_name" default=""[None]"">
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Name of the variable. Must be unique.
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</member>
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<member name="varying_type" type="int" setter="set_varying_type" getter="get_varying_type" enum="VisualShader.VaryingType" default="0">
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Type of the variable. Determines where the variable can be accessed.
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</member>
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</members>
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</class>
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