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Documentation overhaul

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Digvijaysinh Gohil
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# Flipbook node
Creates a flipbook, or texture sheet animation, of the UVs supplied to input UV. The amount of tiles on the sheet are defined by the values of the inputs <b><i>rows</i></b> and <b><i>columns</i></b>.
This node can be used to create a texture animation functionality, commonly used for particle effects and sprites. Animation frames will go from top left to bottom right.<br><br><i>This node is only available in shader modes SPATIAL and CANVAS ITEM.<br><br>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
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**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|rows|int|none|Amount of horizontal tiles in texture sheet|
|columns|int|none|Amount of vertical tiles in texture sheet|
|anim speed|float|none|Animation speed|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|None|Output UV value|
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# Parallax mapping node
The Parallax Mapping node lets you create a parallax effect that displaces a Material's UVs to create the illusion of depth inside a Material.<br><br><i>This node is only available in shader modes SPATIAL and CANVAS ITEM.<br><br>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
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**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|height map|sampler2D|none|Height map texture|
|amplitude|float|none|amplitude or depth of the effect|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|None|Output UV value|
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# Radial Shear node
Applies a radial shear warping effect similar to a wave to the value of input UV.<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
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**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|center|vec2|none|Center reference point|
|strength|float|none|Strength of the effect|
|offset|vec2|none|Individual channel offsets|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|None|Output UV value|
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# Rotate node
Rotates value of input UV around a reference point defined by input <b><i>center</i></b> by the amount of input <b><i>rotation</i></b>.<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
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**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|center|vec2|none|Center reference point|
|rotation|float|none|Rotation amount in radians|
**Controls**
|Name|Options|Description|
|---|---|---|
|Units|Degrees, Radians|Specifies the unit for <i><b>rotation</b></i> input|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|None|Output UV value|
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# Spherize node
Applies a spherical warping effect similar to a fisheye camera lens to the value of input UV.<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
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**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|center|vec2|none|Center reference point|
|strength|float|none|Strength of the effect|
|offset|vec2|none|Individual channel offsets|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|None|Output UV value|
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# Swirl node
Applies a swirl warping effect similar to a black hole to the value of input UV. Very similar to <b><i>[Twirl node](/documentation/Nodes/UV/Twirl.md)</b></i>, key difference is it uses the inverse of vector length (One minus).<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
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**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|center|vec2|none|Center reference point|
|strength|float|none|Strength of the effect|
|offset|vec2|none|Individual channel offsets|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|None|Output UV value|
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# Tiling and Offset node
Tiles and offsets the value of input UV by the inputs <b><i>tiling</i></b> and <b><i>offset</i></b> respectively. This is commonly used for detail maps and scrolling textures over TIME.<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
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**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|tiling|vec2|none|Amount of tiling to apply per channel|
|offset|vec2|none|Amount of offset to apply per channel|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|None|Output UV value|
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# Twirl node
Applies a twirl warping effect similar to a black hole to the value of input UV. Very similar to <b><i>[Swirl node](/documentation/Nodes/UV/Swirl.md)</b></i>, key difference is it uses the length of a vector.<br><br><i>Default value for uv input will be vec2(0, 0) for shader modes <i>PARTICLES</i>, <i>SKY</i> and <i>FOG</i> to avoid errors becouse UV variable is not available for these modes.</i>
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**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|UV|Input UV value|
|center|vec2|none|Center reference point|
|strength|float|none|Strength of the effect|
|offset|vec2|none|Individual channel offsets|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|uv|vec2|None|Output UV value|
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