Difference between revisions of "Shader.new"
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| __NOTOC__ | __NOTOC__ | ||
| '''<translate>Available since</translate>:''' Gideros 2015.06.30<br/> | '''<translate>Available since</translate>:''' Gideros 2015.06.30<br/> | ||
| + | '''<translate>Class</translate>:''' [[Special:MyLanguage/Shader|Shader]]<br/> | ||
| === <translate>Description</translate> === | === <translate>Description</translate> === | ||
| <translate>Create new shader instance. | <translate>Create new shader instance. | ||
Revision as of 09:28, 24 August 2018
Available since: Gideros 2015.06.30
Class: Shader
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)
