/** * Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from. * */ declare class VisualShaderNodeTexture extends VisualShaderNode { /** * Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from. * */ new(): VisualShaderNodeTexture; static "new"(): VisualShaderNodeTexture /** Determines the source for the lookup. See [enum Source] for options. */ source: int; /** The source texture, if needed for the selected [member source]. */ texture: Texture; /** Specifies the type of the texture if [member source] is set to [constant SOURCE_TEXTURE]. See [enum TextureType] for options. */ texture_type: int; connect>(signal: T, method: SignalFunction): number; /** * Use the texture given as an argument for this function. * */ static SOURCE_TEXTURE: any; /** * Use the current viewport's texture as the source. * */ static SOURCE_SCREEN: any; /** * Use the texture from this shader's texture built-in (e.g. a texture of a [Sprite]). * */ static SOURCE_2D_TEXTURE: any; /** * Use the texture from this shader's normal map built-in. * */ static SOURCE_2D_NORMAL: any; /** * Use the depth texture available for this shader. * */ static SOURCE_DEPTH: any; /** * Use the texture provided in the input port for this function. * */ 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; }