Difference between revisions of "Shader.new"
Line 1: | Line 1: | ||
__NOTOC__ | __NOTOC__ | ||
− | '''Available since:''' Gideros 2015.06.30<br/> | + | '''<translate>Available since</translate>:''' Gideros 2015.06.30<br/> |
− | === Description === | + | === <translate>Description</translate> === |
<translate>Create new shader instance. | <translate>Create new shader instance. | ||
Line 13: | Line 13: | ||
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 === | + | === <translate>Parameters</translate> === |
'''vertex shader''': (string) <translate>The path and name for the vertex shader without its extension</translate> <br/> | '''vertex shader''': (string) <translate>The path and name for the vertex shader without its extension</translate> <br/> | ||
'''fragment shader''': (string) <translate>The path and name for the fragment shader without its extension</translate> <br/> | '''fragment shader''': (string) <translate>The path and name for the fragment shader without its extension</translate> <br/> | ||
Line 19: | Line 19: | ||
'''uniform descriptor''': (table) <translate>An array of uniforms/constants descriptors</translate> <br/> | '''uniform descriptor''': (table) <translate>An array of uniforms/constants descriptors</translate> <br/> | ||
'''attribute descriptor''': (table) <translate>An array of attributes descriptors</translate> <br/> | '''attribute descriptor''': (table) <translate>An array of attributes descriptors</translate> <br/> | ||
− | === Examples === | + | === <translate>Examples</translate> === |
'''Shader example'''<br/> | '''Shader example'''<br/> | ||
<source lang="lua">--Shaders are in vShader.glsl and fShader.glsl files | <source lang="lua">--Shaders are in vShader.glsl and fShader.glsl files |
Revision as of 07:28, 24 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)