Table of Contents

Enum VisualShaderNodeColorFunc.FunctionEnum

Namespace
Godot
Assembly
GodotSharp.dll
public enum VisualShaderNodeColorFunc.FunctionEnum : long

Fields

Grayscale = 0

Converts the color to grayscale using the following formula:

vec3 c = input;
  float max1 = max(c.r, c.g);
  float max2 = max(max1, c.b);
  float max3 = max(max1, max2);
  return vec3(max3, max3, max3);
Hsv2Rgb = 1

Converts HSV vector to RGB equivalent.

LinearToSrgb = 4

Converts color from linear color space to sRGB color space using the following formula:

vec3 c = clamp(c, vec3(0.0), vec3(1.0));
  const vec3 a = vec3(0.055f);
  return mix((vec3(1.0f) + a) * pow(c.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * c.rgb, lessThan(c.rgb, vec3(0.0031308f)));

The Compatibility renderer uses a simpler formula:

vec3 c = input;
  return max(vec3(1.055) * pow(c, vec3(0.416666667)) - vec3(0.055), vec3(0.0));
Max = 6

Represents the size of the VisualShaderNodeColorFunc.FunctionEnum enum.

Rgb2Hsv = 2

Converts RGB vector to HSV equivalent.

Sepia = 3

Applies sepia tone effect using the following formula:

vec3 c = input;
  float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);
  float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);
  float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);
  return vec3(r, g, b);
SrgbToLinear = 5

Converts color from sRGB color space to linear color space using the following formula:

vec3 c = input;
  return mix(pow((c.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), c.rgb * (1.0 / 12.92), lessThan(c.rgb, vec3(0.04045)));

The Compatibility renderer uses a simpler formula:

vec3 c = input;
  return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878);