TextureType
VisualShaderNodeCubemap.swift:38enum TextureTypeenum TextureTypeimport SwiftGodotFramework to write Godot Game Extensions using the Swift Programming Language.
class VisualShaderNodeCubemapA Cubemap sampling node to be used within the visual shader graph.
case dataNo hints are added to the uniform declaration.
case colorAdds source_color as hint to the uniform declaration for proper sRGB to linear conversion.
case normalMapAdds hint_normal as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
case maxRepresents the size of the TextureType enum.
override class var godotClassName: StringName { get }final var cubeMap: Cubemap? { get set }The Cubemap texture to sample when using .texture as source.
final var source: VisualShaderNodeCubemap.Source { get set }Defines which source should be used for the sampling. See Source for options.
final var textureType: VisualShaderNodeCubemap.TextureType { get set }Defines the type of data provided by the source texture. See TextureType for options.
enum Sourceprotocol CaseIterableA type that provides a collection of all of its values.
protocol CustomDebugStringConvertibleA type with a customized textual representation suitable for debugging purposes.
protocol EquatableA type that can be compared for value equality.
protocol Hashable : EquatableA type that can be hashed into a Hasher to produce an integer hash value.
protocol RawRepresentable<RawValue>A type that can be converted to and from an associated raw value.
init?(rawValue: Int64) var debugDescription: String { get }A textual representation of this instance, suitable for debugging
var hashValue: Int { get }static func != (lhs: Self, rhs: Self) -> Bool Returns a Boolean value indicating whether two values are not equal.
func hash(into hasher: inout Hasher)