Difference between revisions of "Shader.new"
| Line 2: | Line 2: | ||
| '''Available since:''' Gideros 2015.06.30<br/> | '''Available since:''' Gideros 2015.06.30<br/> | ||
| === Description === | === Description === | ||
| − | Create new shader instance. | + | <translate>Create new shader instance. | 
| The ‘Shader.new()’ constructor takes five arguments: | The ‘Shader.new()’ constructor takes five arguments: | ||
| Line 9: | Line 9: | ||
| - A set of numerical flags or 0 if none. See description below. | - A set of numerical flags or 0 if none. See description below. | ||
| - An array of uniforms/constants descriptors | - An array of uniforms/constants descriptors | ||
| − | - An array of attributes descriptors | + | - An array of attributes descriptors</translate> | 
| <source lang="lua"> | <source lang="lua"> | ||
|   Shader.new(vertex shader,fragment shader,flags,uniform descriptor,attribute descriptor) |   Shader.new(vertex shader,fragment shader,flags,uniform descriptor,attribute descriptor) | ||
| </source> | </source> | ||
| === Parameters === | === Parameters === | ||
| − | '''vertex shader''': (string) The path and name for the vertex shader without its extension <br/> | + | '''vertex shader''': (string) <translate>The path and name for the vertex shader without its extension</translate> <br/> | 
| − | '''fragment shader''': (string) The path and name for the fragment shader without its extension <br/> | + | '''fragment shader''': (string) <translate>The path and name for the fragment shader without its extension</translate> <br/> | 
| − | '''flags''': (number) A set of numerical flags or 0 if none <br/> | + | '''flags''': (number) <translate>A set of numerical flags or 0 if none</translate> <br/> | 
| − | '''uniform descriptor''': (table) An array of uniforms/constants descriptors <br/> | + | '''uniform descriptor''': (table) <translate>An array of uniforms/constants descriptors</translate> <br/> | 
| − | '''attribute descriptor''': (table) An array of attributes descriptors <br/> | + | '''attribute descriptor''': (table) <translate>An array of attributes descriptors</translate> <br/> | 
| === Examples === | === Examples === | ||
| '''Shader example'''<br/> | '''Shader example'''<br/> | ||
Revision as of 13:33, 23 August 2018
Available since: Gideros 2015.06.30
Description
Create 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(vertex shader,fragment shader,flags,uniform descriptor,attribute descriptor)
Parameters
vertex shader: (string) The path and name for the vertex shader without its extension 
fragment shader: (string) The path and name for the fragment shader without its extension 
flags: (number) A set of numerical flags or 0 if none 
uniform descriptor: (table) An array of uniforms/constants descriptors 
attribute descriptor: (table) An array of attributes descriptors 
Examples
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)
