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ShaderNodeKind

Enum ShaderNodeKind 

Source
pub enum ShaderNodeKind {
Show 129 variants ConstFloat(f32), ConstVec2([f32; 2]), ConstVec3([f32; 3]), ConstVec4([f32; 4]), ConstInt(i32), ConstBool(bool), Time, Resolution, FragCoord, VertexNormal, VertexTangent, VertexUV, VertexUV2, VertexColor, WorldPosition, ViewDirection, CameraPosition, ModelMatrix, ViewMatrix, ProjectionMatrix, NormalMatrix, CustomUniformFloat { name: String, }, CustomUniformVec3 { name: String, }, CustomUniformVec4 { name: String, }, CustomUniformSampler2D { name: String, }, Add, Subtract, Multiply, Divide, Power, SquareRoot, AbsoluteValue, Negate, OneMinus, Reciprocal, Floor, Ceiling, Round, Fraction, Sign, Modulo, Min, Max, Clamp, Saturate, Lerp, SmoothStep, Step, Sin, Cos, Tan, Asin, Acos, Atan, Atan2, Degrees, Radians, Exp, Exp2, Log, Log2, Dot, Cross, Length, Normalize, Reflect, Refract, FaceForward, Distance, Mix, VectorSplit, VectorMerge, VectorSwizzle { swizzle: [u8; 4], out_count: u8, }, MatrixMultiply, MatrixTranspose, MatrixInverse, TransformPoint, TransformVector, TransformNormal, SampleTexture2D, SampleTextureCube, SampleTexture2DLod, SampleTexture2DGrad, SampleNormalMap, TextureSize, ColorToLinear, ColorToGamma, HsvToRgb, RgbToHsv, Luminance, ColorBalance, Hue, Saturation, Brightness, FresnelSchlick, GGXDistribution, SmithGeometry, BRDFSpecular, BRDFDiffuse, EnvBRDFApprox, SubsurfaceApprox, EmissionBlend, SdfSample { sdf_graph_id: u32, }, SdfNormal { sdf_graph_id: u32, }, SdfAO { sdf_graph_id: u32, }, IfElse, IsNaN, IsInf, Dpdx, Dpdy, FWidth, Noise2D, Noise3D, VoronoiNoise, FbmNoise { octaves: u8, }, CellularNoise, WhiteNoise, GradientNoise, PbrOutput, UnlitOutput, PostProcessOutput, CustomOutput { name: String, value_type: ShaderValueType, }, VertexOffset, DepthOutput, CustomVarying { name: String, value_type: ShaderValueType, }, Reroute, Comment { text: String, width: f32, height: f32, }, Group { label: String, nodes: Vec<ShaderNodeId>, }, SubGraph { graph_id: u32, label: String, },
}

Variants§

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ConstFloat(f32)

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ConstVec2([f32; 2])

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ConstVec3([f32; 3])

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ConstVec4([f32; 4])

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ConstInt(i32)

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ConstBool(bool)

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Time

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Resolution

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FragCoord

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VertexNormal

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VertexTangent

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VertexUV

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VertexUV2

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VertexColor

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WorldPosition

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ViewDirection

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CameraPosition

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ModelMatrix

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ViewMatrix

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ProjectionMatrix

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NormalMatrix

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CustomUniformFloat

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§name: String
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CustomUniformVec3

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§name: String
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CustomUniformVec4

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§name: String
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CustomUniformSampler2D

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§name: String
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Add

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Subtract

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Multiply

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Divide

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Power

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SquareRoot

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AbsoluteValue

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Negate

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OneMinus

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Reciprocal

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Floor

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Ceiling

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Round

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Fraction

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Sign

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Modulo

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Min

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Max

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Clamp

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Saturate

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Lerp

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SmoothStep

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Step

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Sin

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Cos

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Tan

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Asin

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Acos

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Atan

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Atan2

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Degrees

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Radians

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Exp

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Exp2

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Log

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Log2

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Dot

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Cross

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Length

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Normalize

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Reflect

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Refract

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FaceForward

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Distance

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Mix

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VectorSplit

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VectorMerge

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VectorSwizzle

Fields

§swizzle: [u8; 4]
§out_count: u8
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MatrixMultiply

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MatrixTranspose

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MatrixInverse

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TransformPoint

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TransformVector

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TransformNormal

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SampleTexture2D

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SampleTextureCube

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SampleTexture2DLod

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SampleTexture2DGrad

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SampleNormalMap

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TextureSize

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ColorToLinear

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ColorToGamma

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HsvToRgb

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RgbToHsv

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Luminance

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ColorBalance

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Hue

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Saturation

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Brightness

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FresnelSchlick

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GGXDistribution

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SmithGeometry

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BRDFSpecular

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BRDFDiffuse

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EnvBRDFApprox

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SubsurfaceApprox

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EmissionBlend

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SdfSample

Fields

§sdf_graph_id: u32
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SdfNormal

Fields

§sdf_graph_id: u32
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SdfAO

Fields

§sdf_graph_id: u32
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IfElse

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IsNaN

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IsInf

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Dpdx

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Dpdy

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FWidth

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Noise2D

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Noise3D

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VoronoiNoise

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FbmNoise

Fields

§octaves: u8
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CellularNoise

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WhiteNoise

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GradientNoise

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PbrOutput

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UnlitOutput

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PostProcessOutput

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CustomOutput

Fields

§name: String
§value_type: ShaderValueType
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VertexOffset

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DepthOutput

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CustomVarying

Fields

§name: String
§value_type: ShaderValueType
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Reroute

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Comment

Fields

§text: String
§width: f32
§height: f32
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Group

Fields

§label: String
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SubGraph

Fields

§graph_id: u32
§label: String

Implementations§

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impl ShaderNodeKind

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pub fn label(&self) -> String

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pub fn category(&self) -> &'static str

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pub fn port_definitions(&self) -> (Vec<PortDef>, Vec<PortDef>)

Returns (input_ports, output_ports)

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pub fn emit_glsl(&self, inputs: &[String], var: &str) -> String

Emit GLSL expression for this node given named expressions for each input.

Trait Implementations§

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impl Clone for ShaderNodeKind

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ShaderNodeKind

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
where ST: ?Sized, DT: ?Sized,

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impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
where ST: ?Sized, DT: ?Sized,

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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Send + Sync> ⓘ

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self> ⓘ

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self> ⓘ

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> Read<Exclusive, BecauseExclusive> for T
where T: ?Sized,

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = !

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, !>

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impl<T, U> TryInto<U> for T
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type Error = <U as TryFrom<T>>::Error

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

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where S: Into<Dispatch>,

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