Shader.new

From GiderosMobile
Revision as of 14:32, 13 July 2023 by Hgy29 (talk | contribs) (Text replacement - "</source>" to "</syntaxhighlight>")

Available since: Gideros 2015.06.30
Class: Shader

Description

Creates a 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(vertexShader, fragmentShader, flags, uniformDescriptor, attributeDescriptor)

Parameters

vertexShader: (string) the path and name for the vertex shader without its extension
fragmentShader: (string) the path and name for the fragment shader without its extension
flags: (number) a set of numerical flags or 0 if none
uniformDescriptor: (table) an array of uniforms/constants descriptors
attributeDescriptor: (table) an array of attributes descriptors

Example

A blur 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)