Creates a new WorldMatrixShaderNode instance.
Initializes the shader node with both GLSL and WGSL code for cross-platform compatibility. Sets up the output as a 4x4 float matrix and configures the node for vertex shader stage usage.
Protected
Optional
__commonProtected
__inputProtected
__inputsProtected
__outputsProtected
__shaderProtected
__shaderCollection of tags associated with this object
Static
Readonly
InvalidInvalid object UID constant
Static
_shaderStatic
currentCurrent maximum object count for UID generation
Gets all input connections for this node.
An array of input connection configurations
Gets the unique object identifier
The object's UID
Gets the shader function name for this node.
The function name used in shader code
Gets the unique identifier for this shader node.
The unique node identifier
Gets the unique name of this object
The unique name string
Internal
Copies tag data from another RnObject instance to this object
The source RnObject to copy tags from
Adds an input connection to this node from another shader node. This establishes a data flow connection between the output of one node and the input of this node.
The composition type enum
The component type enum
The source shader node to connect from
The output socket of the source node
The input socket of this node to connect to
Finds and returns an input socket by name.
The name of the input socket to find
The input socket if found, undefined otherwise
Gets all input sockets for this node.
An array of all input sockets
Finds and returns an output socket by name.
The name of the output socket to find
The output socket if found, undefined otherwise
Gets all output sockets for this node.
An array of all output sockets
Retrieves the shader code for the specified shader stage. Returns appropriate code based on the current rendering approach (WebGL/WebGPU).
The shader stage (vertex or fragment) to get code for
The shader code string for the specified stage
Generates a function call statement for this shader node in the final shader code. This method constructs the appropriate function call syntax with proper parameter passing for both WebGL and WebGPU rendering approaches.
The index of this node in the execution order
The shader node to generate the call for
The name of the function to call
Array of input variable names for each node
Array of output variable names for each node
The generated function call statement string
Checks if this object has all the specified tags with exactly matching values
Object containing tag names as keys and expected values
True if all specified tags exist with matching values, false otherwise
Checks if the object's combined tag string contains all the provided search strings. This allows for flexible searching within tag names and values.
Array of strings that must all be present in the combined tag string
True if all strings are found in the combined tag string, false otherwise
Attempts to set a tag on this object. If the tag already exists, it will be replaced.
The tag object containing the name and value to set
True if the tag was successfully set, false if the tag name contains invalid characters
Attempts to set a unique name for this object
The desired unique name
If true, appends UID to make name unique when conflicts occur; if false, fails on conflict
True if the name was successfully set, false if there was a conflict and toAddNameIfConflict was false
Static
_resetStatic
getStatic
getStatic
getRetrieves a shader node by its unique identifier.
The unique identifier of the shader node
The shader node with the specified UID
Static
searchSearches for the first object that has a specific tag with the given value
The tag name to search for
The tag value to match
WeakRef to the first matching object, or undefined if not found
A shader node that provides access to the world transformation matrix. This node outputs a 4x4 matrix representing the object's world space transformation, which transforms vertices from object space to world space coordinates.
The world matrix is essential for positioning, rotating, and scaling objects within the 3D world coordinate system.