Shader Attribute Descriptors

From GiderosMobile
Revision as of 07:37, 4 November 2023 by MoKaLux (talk | contribs)

Each attribute descriptor entry is a Lua table with the following fields:

  • name: the name of the attribute/vertex data stream. Must match the name used in GLSL and HLSL code
  • type: data type used from the host point of view. One of Shader.DFLOAT, Shader.DBYTE, Shader.DUBYTE, Shader.DSHORT, Shader.DUSHORT or Shader.DINT
  • mult: number of components of the input vector
  • slot: index of the input slot (HLSL only)
  • offset: offset within the input slot (HLSL only, should be 0)

The first three attributes have fixed meaning. Those are, in order:

  • the vertex coordinate stream. Type must be Shader.DFLOAT and mult should be 3
  • the per-vertex color. Type must be Shader.DUBYTE and mult should be 4
  • the texture coordinates. Type must be Shader.DFLOAT and mult should be 2

If one of these fixed attributes is not used by the custom shader program, it should still be defined with a mult value of 0 to serve as a placeholder.