Difference between revisions of "Shader"
Line 33: | Line 33: | ||
=== Events === | === Events === | ||
=== Constants === | === Constants === | ||
− | '''[[Shader Constants]]''' | + | '''[[Shader Constants]]'''</br> |
+ | '''[[Shader Flags]]'''</br> | ||
+ | '''[[Shader Uniform Descriptors]]'''</br> | ||
+ | '''[[Shader Attribute Descriptors]]'''</br> | ||
<!--GIDEROSCST:Shader.CFLOAT 1 a float value--> | <!--GIDEROSCST:Shader.CFLOAT 1 a float value--> | ||
<!--GIDEROSCST:Shader.CFLOAT2 2 a vector of two floats--> | <!--GIDEROSCST:Shader.CFLOAT2 2 a vector of two floats--> |
Revision as of 22:09, 4 November 2023
Supported platforms:
Available since: Gideros 2015.06.30
Inherits from: Object
Description
Gideros internally uses five distinct shaders:
- the ‘Basic’ shader handles shapes with a constant color
- the ‘Color’ shader handles shapes with per-vertex colors (mostly used by Mesh sprite)
- the ‘Texture’ shader handles textured shapes (Bitmaps)
- the ‘TextureColor’ shader handles textured and per-vertex colored shapes
- and the ‘Particle’ shader deals with Box2D particle systems
The shader API allows replacing the default shader used by Gideros with a custom one, on a sprite per sprite basis. You create a Shader object and assign it to one or several sprites. Writing Shaders
That said, since Gideros will use your shader as if it was the standard one, you will have to make sure that your custom shader is compatible with Gideros standard Shader, which essentially means that it takes the same input parameters.
The recommended way is to write your shader code in Lua, it will then be automatically translated to the relevant shader language for the platform you are using, eg GLSL, HLSL or MTL: Lua Shaders
MethodsShader.getEngineVersion gets the shader engine version Shader:isValid checks if this shader was compiled successfully |
EventsConstantsShader Constants |