/** * Custom Godot Shading Language expression, with a custom amount of input and output ports. * * The provided code is directly injected into the graph's matching shader function (`vertex`, `fragment`, or `light`), so it cannot be used to declare functions, varyings, uniforms, or global constants. See [VisualShaderNodeGlobalExpression] for such global definitions. * */ declare class VisualShaderNodeExpression extends VisualShaderNodeGroupBase { /** * Custom Godot Shading Language expression, with a custom amount of input and output ports. * * The provided code is directly injected into the graph's matching shader function (`vertex`, `fragment`, or `light`), so it cannot be used to declare functions, varyings, uniforms, or global constants. See [VisualShaderNodeGlobalExpression] for such global definitions. * */ new(): VisualShaderNodeExpression; static "new"(): VisualShaderNodeExpression /** An expression in Godot Shading Language, which will be injected at the start of the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), and thus cannot be used to declare functions, varyings, uniforms, or global constants. */ expression: string; connect>(signal: T, method: SignalFunction): number; }