1<?xml version="1.0" encoding="UTF-8" ?>
2<class name="VisualShaderNodeCubeMap" inherits="VisualShaderNode" version="3.2">
3	<brief_description>
4		A [CubeMap] sampling node to be used within the visual shader graph.
5	</brief_description>
6	<description>
7		Translated to [code]texture(cubemap, vec3)[/code] in the shader language. Returns a color vector and alpha channel as scalar.
8	</description>
9	<tutorials>
10	</tutorials>
11	<methods>
12	</methods>
13	<members>
14		<member name="cube_map" type="CubeMap" setter="set_cube_map" getter="get_cube_map">
15			The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as [member source].
16		</member>
17		<member name="source" type="int" setter="set_source" getter="get_source" enum="VisualShaderNodeCubeMap.Source" default="0">
18			Defines which source should be used for the sampling. See [enum Source] for options.
19		</member>
20		<member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeCubeMap.TextureType" default="0">
21			Defines the type of data provided by the source texture. See [enum TextureType] for options.
22		</member>
23	</members>
24	<constants>
25		<constant name="SOURCE_TEXTURE" value="0" enum="Source">
26			Use the [CubeMap] set via [member cube_map]. If this is set to [member source], the [code]samplerCube[/code] port is ignored.
27		</constant>
28		<constant name="SOURCE_PORT" value="1" enum="Source">
29			Use the [CubeMap] sampler reference passed via the [code]samplerCube[/code] port. If this is set to [member source], the [member cube_map] texture is ignored.
30		</constant>
31		<constant name="TYPE_DATA" value="0" enum="TextureType">
32			No hints are added to the uniform declaration.
33		</constant>
34		<constant name="TYPE_COLOR" value="1" enum="TextureType">
35			Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
36		</constant>
37		<constant name="TYPE_NORMALMAP" value="2" enum="TextureType">
38			Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
39		</constant>
40	</constants>
41</class>
42