Difference between revisions of "Shader.new"
From GiderosMobile
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Shader.new(vertexShader, fragmentShader, flags, uniformDescriptor, attributeDescriptor) | Shader.new(vertexShader, fragmentShader, flags, uniformDescriptor, attributeDescriptor) | ||
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=== Parameters === | === Parameters === | ||
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{{Shader}} | {{Shader}} |
Revision as of 14:32, 13 July 2023
Available since: Gideros 2015.06.30
Class: Shader
Description
Creates a new shader instance.
The ‘Shader.new()’ constructor takes five arguments:
- the path and name for the vertex shader without its extension. Gideros will search the assets for a file with the supplied name, automatically adding the extension relevant for the target platform: .glsl for OpenGL, .cso or .hlsl for DirectX
- the path and name for the fragment shader without its extension. Same remark as above applies too
- a set of numerical flags or 0 if none. See description below
- an array of uniforms/constants descriptors
- an array of attributes descriptors
Shader.new(vertexShader, fragmentShader, flags, uniformDescriptor, attributeDescriptor)
Parameters
vertexShader: (string) the path and name for the vertex shader without its extension
fragmentShader: (string) the path and name for the fragment shader without its extension
flags: (number) a set of numerical flags or 0 if none
uniformDescriptor: (table) an array of uniforms/constants descriptors
attributeDescriptor: (table) an array of attributes descriptors
Example
A blur shader example
--Shaders are in vShader.glsl and fShader.glsl files
local shader=Shader.new("vShader", "fShader", 0,
{
{name="vMatrix", type=Shader.CMATRIX, sys=Shader.SYS_WVP, vertex=true},
{name="fColor", type=Shader.CFLOAT4, sys=Shader.SYS_COLOR, vertex=false},
{name="fTexture", type=Shader.CTEXTURE, vertex=false},
{name="fTexelSize", type=Shader.CFLOAT4, vertex=false},
{name="fRad", type=Shader.CINT, vertex=false},
},
{
{name="vVertex", type=Shader.DFLOAT, mult=3, slot=0, offset=0},
{name="vColor", type=Shader.DUBYTE, mult=4, slot=1, offset=0},
{name="vTexCoord", type=Shader.DFLOAT, mult=2, slot=2, offset=0},
}
);
shader:setConstant("fRad", Shader.CINT, 1, 0) -- initial blur level
shader:setConstant("fTexelSize", Shader.CFLOAT4, 1, {1/texw, 1/texh, 0, 0}) -- initial texel size
sprite:setShader(shader)