/** * Translated to `texture(cubemap, vec3)` in the shader language. Returns a color vector and alpha channel as scalar. * */ declare class VisualShaderNodeCubeMap extends VisualShaderNode { /** * Translated to `texture(cubemap, vec3)` in the shader language. Returns a color vector and alpha channel as scalar. * */ new(): VisualShaderNodeCubeMap; static "new"(): VisualShaderNodeCubeMap /** The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as [member source]. */ cube_map: CubeMap; /** Defines which source should be used for the sampling. See [enum Source] for options. */ source: int; /** Defines the type of data provided by the source texture. See [enum TextureType] for options. */ texture_type: int; connect>(signal: T, method: SignalFunction): number; /** * Use the [CubeMap] set via [member cube_map]. If this is set to [member source], the `samplerCube` port is ignored. * */ static SOURCE_TEXTURE: any; /** * Use the [CubeMap] sampler reference passed via the `samplerCube` port. If this is set to [member source], the [member cube_map] texture is ignored. * */ static SOURCE_PORT: any; /** * No hints are added to the uniform declaration. * */ static TYPE_DATA: any; /** * Adds `hint_albedo` as hint to the uniform declaration for proper sRGB to linear conversion. * */ static TYPE_COLOR: any; /** * Adds `hint_normal` as hint to the uniform declaration, which internally converts the texture for proper usage as normal map. * */ static TYPE_NORMALMAP: any; }