- 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!
33 lines
1.5 KiB
XML
33 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ShaderIncludeDB" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Internal database of built in shader include files.
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</brief_description>
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<description>
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This object contains shader fragments from Godot's internal shaders. These can be used when access to internal uniform buffers and/or internal functions is required for instance when composing compositor effects or compute shaders. Only fragments for the current rendering device are loaded.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_built_in_include_file" qualifiers="static">
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<return type="String" />
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<param index="0" name="filename" type="String" />
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<description>
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Returns the code for the built-in shader fragment. You can also access this in your shader code through [code]#include "filename"[/code].
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</description>
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</method>
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<method name="has_built_in_include_file" qualifiers="static">
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<return type="bool" />
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<param index="0" name="filename" type="String" />
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<description>
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Returns [code]true[/code] if an include file with this name exists.
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</description>
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</method>
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<method name="list_built_in_include_files" qualifiers="static">
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<return type="PackedStringArray" />
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<description>
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Returns a list of built-in include files that are currently registered.
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</description>
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</method>
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</methods>
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</class>
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