class ShaderParams

[source]


fields


ShaderParams.definitions


ShaderParams.definitions : string?

string of shader #defines”

ShaderParams.fragment


ShaderParams.fragment : string?

The “Fragment” or Fragment-shader (sometimes called pixel-Shader) is post processing the already rendered picture (for example drawing stars on the sky).

Remember textures are not always 2 dimensional pictures. They can contain information about the depth, or the third value marks areas and the strength at which these are processed.

ShaderParams.geoInputType


ShaderParams.geoInputType : integer?

inType

ShaderParams.geoOutputType


ShaderParams.geoOutputType : integer?

outType

ShaderParams.geoOutputVerts


ShaderParams.geoOutputVerts : integer?

maxVerts

ShaderParams.geometry


ShaderParams.geometry : string?

The “Geometry” or Geometry-shader can create new vertices and vertice-stripes from points.

ShaderParams.tcs


ShaderParams.tcs : string?

The “TCS” or Tesselation Control Shader controls how much tessellation a particular patch gets; it also defines the size of a patch, thus allowing it to augment data. It can also filter vertex data taken from the vertex shader. The main purpose of the TCS is to feed the tessellation levels to the Tessellation primitive generator stage, as well as to feed patch data (as its output values) to the Tessellation Evaluation Shader stage.

ShaderParams.tes


ShaderParams.tes : string?

The “TES” or Tesselation Evaluation Shader takes the abstract patch generated by the tessellation primitive generation stage, as well as the actual vertex data for the entire patch, and generates a particular vertex from it. Each TES invocation generates a single vertex. It can also take per-patch data provided by the Tessellation Control Shader.

ShaderParams.uniform


ShaderParams.uniform : UniformParam<number>?

ShaderParams.uniformFloat


ShaderParams.uniformFloat : UniformParam<number>?

ShaderParams.uniformInt


ShaderParams.uniformInt : UniformParam<integer>?

ShaderParams.uniformMatrix


ShaderParams.uniformMatrix : UniformParam<number>?

ShaderParams.vertex


ShaderParams.vertex : string?

The “Vertex” or vertex-shader is your GLSL-Code as string, its written in a C-Dialect. This shader is busy deforming the geometry of a unit but it can not create new polygons. Use it for waves, wobbling surfaces etc.