Table of Contents

Enum VisualShaderNodeDerivativeFunc.PrecisionEnum

Namespace
Godot
Assembly
GodotSharp.dll
public enum VisualShaderNodeDerivativeFunc.PrecisionEnum : long

Fields

Coarse = 1

The derivative will be calculated using the current fragment's neighbors (which may not include the current fragment). This tends to be faster than using Fine, but may not be suitable when more precision is needed. This is equivalent to using dFdxCoarse() or dFdyCoarse() in text shaders.

Fine = 2

The derivative will be calculated using the current fragment and its immediate neighbors. This tends to be slower than using Coarse, but may be necessary when more precision is needed. This is equivalent to using dFdxFine() or dFdyFine() in text shaders.

Max = 3

Represents the size of the VisualShaderNodeDerivativeFunc.PrecisionEnum enum.

None = 0

No precision is specified, the GPU driver is allowed to use whatever level of precision it chooses. This is the default option and is equivalent to using dFdx() or dFdy() in text shaders.