<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeTextureUniform" inherits="VisualShaderNodeUniform" version="3.2">
	<brief_description>
		Performs a uniform texture lookup within the visual shader graph.
	</brief_description>
	<description>
		Performs a lookup operation on the texture provided as a uniform for the shader.
	</description>
	<tutorials>
	</tutorials>
	<methods>
	</methods>
	<members>
		<member name="color_default" type="int" setter="set_color_default" getter="get_color_default" enum="VisualShaderNodeTextureUniform.ColorDefault" default="0">
			Sets the default color if no texture is assigned to the uniform.
		</member>
		<member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeTextureUniform.TextureType" default="0">
			Defines the type of data provided by the source texture. See [enum TextureType] for options.
		</member>
	</members>
	<constants>
		<constant name="TYPE_DATA" value="0" enum="TextureType">
			No hints are added to the uniform declaration.
		</constant>
		<constant name="TYPE_COLOR" value="1" enum="TextureType">
			Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
		</constant>
		<constant name="TYPE_NORMALMAP" value="2" enum="TextureType">
			Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
		</constant>
		<constant name="TYPE_ANISO" value="3" enum="TextureType">
			Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a flowmap.
		</constant>
		<constant name="COLOR_DEFAULT_WHITE" value="0" enum="ColorDefault">
			Defaults to white color.
		</constant>
		<constant name="COLOR_DEFAULT_BLACK" value="1" enum="ColorDefault">
			Defaults to black color.
		</constant>
	</constants>
</class>
