Difference between revisions of "Shader Constants"

From GiderosMobile
(Created page with "__NOTOC__ '''Available since:''' Gideros 2015.06.30<br/> '''Defined by:''' '''Shader'''<br/> === Constants === '''Shader.CFLOAT''': Uniform descriptor CFLOAT data type, a flo...")
 
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'''Shader.DBYTE''': Attributes descriptor DBYTE data type, 0<br/>
 
'''Shader.DBYTE''': Attributes descriptor DBYTE data type, 0<br/>
 
'''Shader.DFLOAT''': Attributes descriptor DFLOAT data type , 5<br/>
 
'''Shader.DFLOAT''': Attributes descriptor DFLOAT data type , 5<br/>
'''Shader.DINT''': <br/><!--GIDEROSCST:Shader.DINT 4-->
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'''Shader.DINT''': Attributes descriptor DINT data type, 4<br/>
'''Shader.DSHORT''': <br/><!--GIDEROSCST:Shader.DSHORT 2-->
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'''Shader.DSHORT''': Attributes descriptor DSHORT data type, 2<br/>
'''Shader.DUBYTE''': <br/><!--GIDEROSCST:Shader.DUBYTE 1-->
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'''Shader.DUBYTE''': Attributes descriptor DUBYTE data type, 1<br/>
'''Shader.DUSHORT''': <br/><!--GIDEROSCST:Shader.DUSHORT 3-->
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'''Shader.DUSHORT''': Attributes descriptor DUSHORT data type, 3<br/>
'''Shader.FLAG_FROM_CODE''': <br/><!--GIDEROSCST:Shader.FLAG_FROM_CODE 4-->
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'''Shader.FLAG_FROM_CODE''': Shader loaded from code, 4<br/>
'''Shader.FLAG_NONE''': <br/><!--GIDEROSCST:Shader.FLAG_NONE 0-->
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'''Shader.FLAG_NONE''': No flags, 0<br/>
'''Shader.FLAG_NO_DEFAULT_HEADER''': <br/><!--GIDEROSCST:Shader.FLAG_NO_DEFAULT_HEADER 1-->
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'''Shader.FLAG_NO_DEFAULT_HEADER''': Suppress the automatic addition of a default header for GLSL programs, 1<br/>
'''Shader.SHADER_PROGRAM_UNSPECIFIED''': ''Indeterminate program''<br/><!--GIDEROSCST:Shader.SHADER_PROGRAM_UNSPECIFIED 0-->
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'''Shader.SHADER_PROGRAM_UNSPECIFIED''': Indeterminate program, 0<br/>
'''Shader.SHADER_PROGRAM_BASIC''': ''Render a plain color shape''<br/><!--GIDEROSCST:Shader.SHADER_PROGRAM_BASIC 1-->
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'''Shader.SHADER_PROGRAM_BASIC''': Render a plain color shape, 1<br/>
'''Shader.SHADER_PROGRAM_COLOR''': ''Render a colored shape''<br/><!--GIDEROSCST:Shader.SHADER_PROGRAM_COLOR 2-->
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'''Shader.SHADER_PROGRAM_COLOR''': Render a colored shape, 2<br/>
'''Shader.SHADER_PROGRAM_TEXTURE''': ''Render a textured shape''<br/><!--GIDEROSCST:Shader.SHADER_PROGRAM_TEXTURE 3-->
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'''Shader.SHADER_PROGRAM_TEXTURE''': Render a textured shape, 3<br/>
'''Shader.SHADER_PROGRAM_TEXTUREALPHA''': ''Render shape with an alpha texture''<br/><!--GIDEROSCST:Shader.SHADER_PROGRAM_TEXTUREALPHA 4-->
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'''Shader.SHADER_PROGRAM_TEXTUREALPHA''': Render shape with an alpha texture, 4<br/>
'''Shader.SHADER_PROGRAM_TEXTURECOLOR''': ''Render a colored and textured shape''<br/><!--GIDEROSCST:Shader.SHADER_PROGRAM_TEXTURECOLOR 5-->
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'''Shader.SHADER_PROGRAM_TEXTURECOLOR''': Render a colored and textured shape, 5<br/>
'''Shader.SHADER_PROGRAM_TEXTUREALPHACOLOR''': ''Render a colored shape with an alpha texture''<br/><!--GIDEROSCST:Shader.SHADER_PROGRAM_TEXTUREALPHACOLOR 6-->
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'''Shader.SHADER_PROGRAM_TEXTUREALPHACOLOR''': Render a colored shape with an alpha texture, 6<br/>
'''Shader.SHADER_PROGRAM_PARTICLE''': ''Used by liquidfun particles''<br/><!--GIDEROSCST:Shader.SHADER_PROGRAM_PARTICLE 7-->
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'''Shader.SHADER_PROGRAM_PARTICLE''': Used by liquidfun particles, 7<br/>
'''Shader.SHADER_PROGRAM_PARTICLES''': ''Used by '''Particles'''''<br/><!--GIDEROSCST:Shader.SHADER_PROGRAM_PARTICLES 8-->
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'''Shader.SHADER_PROGRAM_PARTICLES''': Used by ''Particles'', 8<br/>
'''Shader.SHADER_PROGRAM_PATHFILLCURVE''': ''Used by '''Path2D''' to fill a curve''<br/><!--GIDEROSCST:Shader.SHADER_PROGRAM_PATHFILLCURVE 9-->
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'''Shader.SHADER_PROGRAM_PATHFILLCURVE''': Used by ''Path2D'' to fill a curve, 9<br/>
'''Shader.SHADER_PROGRAM_PATHSTROKECURVE''': ''Used by '''Path2D''' to draw a curve''<br/><!--GIDEROSCST:Shader.SHADER_PROGRAM_PATHSTROKECURVE 10-->
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'''Shader.SHADER_PROGRAM_PATHSTROKECURVE''': Used by ''Path2D'' to draw a curve, 10<br/>
'''Shader.SHADER_PROGRAM_PATHSTROKELINE''': ''Used by '''Path2D''' to draw a segment''<br/><!--GIDEROSCST:Shader.SHADER_PROGRAM_PATHSTROKELINE 11-->
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'''Shader.SHADER_PROGRAM_PATHSTROKELINE''': Used by ''Path2D'' to draw a segment, 11<br/>
'''Shader.SHADER_VARIANT_TEXTURED''': ''A textured variant of a standard program''<br/><!--GIDEROSCST:Shader.SHADER_VARIANT_TEXTURED 1-->
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'''Shader.SHADER_VARIANT_TEXTURED''': A textured variant of a standard program, 1''<br/>
'''Shader.SHADER_VARIANT_3D''': ''A 3D variant of a standard program''<br/><!--GIDEROSCST:Shader.SHADER_VARIANT_3D 2-->
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'''Shader.SHADER_VARIANT_3D''': A 3D variant of a standard program, 2<br/>
'''Shader.SYS_COLOR''': ''The current color (CFLOAT4)''<br/><!--GIDEROSCST:Shader.SYS_COLOR 2-->
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'''Shader.SYS_COLOR''': This Uniform of type CFLOAT4 will hold the constant color to be used to draw the shape, 2<br/>
'''Shader.SYS_NONE''': ''Not filled by Gideros''<br/><!--GIDEROSCST:Shader.SYS_NONE 0-->
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'''Shader.SYS_NONE''': Not filled by Gideros, 0<br/>
'''Shader.SYS_PARTICLESIZE''': ''The particle size''<br/><!--GIDEROSCST:Shader.SYS_PARTICLESIZE 6-->
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'''Shader.SYS_PARTICLESIZE''': This Uniform of type CFLOAT will hold the particle size to use in a particle shader, 6<br/>
'''Shader.SYS_PROJECTION''': ''The projection matrix (CMATRIX)''<br/><!--GIDEROSCST:Shader.SYS_PROJECTION 10-->
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'''Shader.SYS_PROJECTION''': The projection matrix (CMATRIX), 10<br/>
'''Shader.SYS_TEXTUREINFO''': ''Real extent and texel size of the texture (CFLOAT4)''<br/><!--GIDEROSCST:Shader.SYS_TEXTUREINFO 5-->
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'''Shader.SYS_TEXTUREINFO''': This Uniform of type CFLOAT4 will hold information about the texture used in a particle shader, like real extent and texel size, 5<br/>
'''Shader.SYS_TIMER''': ''Current time (CFLOAT)''<br/><!--GIDEROSCST:Shader.SYS_TIMER 9-->
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'''Shader.SYS_TIMER''': Current time (CFLOAT), 9<br/>
'''Shader.SYS_VIEW''': ''The view matrix (CMATRIX)''<br/><!--GIDEROSCST:Shader.SYS_VIEW 8-->
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'''Shader.SYS_VIEW''': The view matrix (CMATRIX), 8<br/>
'''Shader.SYS_VP''': ''Combined view/projection matrix (CMATRIX)''<br/><!--GIDEROSCST:Shader.SYS_VP 11-->
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'''Shader.SYS_VP''': Combined view/projection matrix (CMATRIX), 11<br/>
'''Shader.SYS_WIT''': ''The World Inverse Transpose matrix (CMATRIX)''<br/><!--GIDEROSCST:Shader.SYS_WIT 7-->
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'''Shader.SYS_WIT''': This Uniform of type CMATRIX will hold the World Inverse Transpose matrix, 7<br/>
'''Shader.SYS_WIT3''': ''3x3 World Inverse Transpose matrix''<br/><!--GIDEROSCST:Shader.SYS_WIT3 3-->
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'''Shader.SYS_WIT3''': 3x3 World Inverse Transpose matrix, 3<br/>
'''Shader.SYS_WORLD''': ''The world or matrix (CMATRIX)''<br/><!--GIDEROSCST:Shader.SYS_WORLD 4-->
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'''Shader.SYS_WORLD''': This Uniform of type CMATRIX will hold the World transform matrix, 4<br/>
'''Shader.SYS_WVP''': ''The combined world/view/projection matrix (CMATRIX)''<br/><!--GIDEROSCST:Shader.SYS_WVP 1-->
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'''Shader.SYS_WVP''': This Uniform of type CMATRIX will hold the combined World/View/Projection matrix, 1<br/>
  
 
{{Shader}}
 
{{Shader}}

Revision as of 02:30, 4 November 2023

Available since: Gideros 2015.06.30
Defined by: Shader

Constants

Shader.CFLOAT: Uniform descriptor CFLOAT data type, a float value, 1
Shader.CFLOAT2: Uniform descriptor CFLOAT2 data type, a vector of two floats, 2
Shader.CFLOAT3: Uniform descriptor CFLOAT3 data type, a vector of three floats, 3
Shader.CFLOAT4: Uniform descriptor CFLOAT4 data type , a vector of four floats 4
Shader.CINT: Uniform descriptor CINT data type, an integer value, 0
Shader.CMATRIX: Uniform descriptor CMATRIX data type , a 4x4 float matrix, 5
Shader.CTEXTURE: Uniform descriptor CTEXTURE data type, a texture, 6
Shader.DBYTE: Attributes descriptor DBYTE data type, 0
Shader.DFLOAT: Attributes descriptor DFLOAT data type , 5
Shader.DINT: Attributes descriptor DINT data type, 4
Shader.DSHORT: Attributes descriptor DSHORT data type, 2
Shader.DUBYTE: Attributes descriptor DUBYTE data type, 1
Shader.DUSHORT: Attributes descriptor DUSHORT data type, 3
Shader.FLAG_FROM_CODE: Shader loaded from code, 4
Shader.FLAG_NONE: No flags, 0
Shader.FLAG_NO_DEFAULT_HEADER: Suppress the automatic addition of a default header for GLSL programs, 1
Shader.SHADER_PROGRAM_UNSPECIFIED: Indeterminate program, 0
Shader.SHADER_PROGRAM_BASIC: Render a plain color shape, 1
Shader.SHADER_PROGRAM_COLOR: Render a colored shape, 2
Shader.SHADER_PROGRAM_TEXTURE: Render a textured shape, 3
Shader.SHADER_PROGRAM_TEXTUREALPHA: Render shape with an alpha texture, 4
Shader.SHADER_PROGRAM_TEXTURECOLOR: Render a colored and textured shape, 5
Shader.SHADER_PROGRAM_TEXTUREALPHACOLOR: Render a colored shape with an alpha texture, 6
Shader.SHADER_PROGRAM_PARTICLE: Used by liquidfun particles, 7
Shader.SHADER_PROGRAM_PARTICLES: Used by Particles, 8
Shader.SHADER_PROGRAM_PATHFILLCURVE: Used by Path2D to fill a curve, 9
Shader.SHADER_PROGRAM_PATHSTROKECURVE: Used by Path2D to draw a curve, 10
Shader.SHADER_PROGRAM_PATHSTROKELINE: Used by Path2D to draw a segment, 11
Shader.SHADER_VARIANT_TEXTURED: A textured variant of a standard program, 1
Shader.SHADER_VARIANT_3D: A 3D variant of a standard program, 2
Shader.SYS_COLOR: This Uniform of type CFLOAT4 will hold the constant color to be used to draw the shape, 2
Shader.SYS_NONE: Not filled by Gideros, 0
Shader.SYS_PARTICLESIZE: This Uniform of type CFLOAT will hold the particle size to use in a particle shader, 6
Shader.SYS_PROJECTION: The projection matrix (CMATRIX), 10
Shader.SYS_TEXTUREINFO: This Uniform of type CFLOAT4 will hold information about the texture used in a particle shader, like real extent and texel size, 5
Shader.SYS_TIMER: Current time (CFLOAT), 9
Shader.SYS_VIEW: The view matrix (CMATRIX), 8
Shader.SYS_VP: Combined view/projection matrix (CMATRIX), 11
Shader.SYS_WIT: This Uniform of type CMATRIX will hold the World Inverse Transpose matrix, 7
Shader.SYS_WIT3: 3x3 World Inverse Transpose matrix, 3
Shader.SYS_WORLD: This Uniform of type CMATRIX will hold the World transform matrix, 4
Shader.SYS_WVP: This Uniform of type CMATRIX will hold the combined World/View/Projection matrix, 1