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)
