Shaders

backend.Shaders (Class)
Implements: spec.Shaders

Instance Members

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fromSource(vertSource: String, fragSource: String, ?customAttributes: ceramic.ReadOnlyArray<ceramic.ShaderAttribute>): Shader
Name Type Default
vertSource String
fragSource String
customAttributes ceramic.ReadOnlyArray<ceramic.ShaderAttribute> (optional)
Returns
Shader

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destroy(shader: Shader): Void
Name Type
shader Shader

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clone(shader: Shader): Shader
Name Type
shader Shader
Returns
Shader

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setInt(shader: Shader, name: String, value: Int): Void
Name Type
shader Shader
name String
value Int

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setFloat(shader: Shader, name: String, value: Float): Void
Name Type
shader Shader
name String
value Float

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setColor(shader: Shader, name: String, r: Float, g: Float, b: Float, a: Float): Void
Name Type
shader Shader
name String
r Float
g Float
b Float
a Float

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setVec2(shader: Shader, name: String, x: Float, y: Float): Void
Name Type
shader Shader
name String
x Float
y Float

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setVec3(shader: Shader, name: String, x: Float, y: Float, z: Float): Void
Name Type
shader Shader
name String
x Float
y Float
z Float

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setVec4(shader: Shader, name: String, x: Float, y: Float, z: Float, w: Float): Void
Name Type
shader Shader
name String
x Float
y Float
z Float
w Float

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setFloatArray(shader: Shader, name: String, array: Array<Float>): Void
Name Type
shader Shader
name String
array Array<Float>

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setTexture(shader: Shader, name: String, slot: Int, texture: Texture): Void
Name Type
shader Shader
name String
slot Int
texture Texture

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setMat4FromTransform(shader: Shader, name: String, transform: ceramic.Transform): Void
Name Type
shader Shader
name String
transform ceramic.Transform

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customFloatAttributesSize(shader: ShaderImpl): Int
Name Type
shader ShaderImpl
Returns
Int

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maxIfStatementsByFragmentShader(): Int
Returns
Int

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canBatchWithMultipleTextures(shader: Shader): Bool
Name Type
shader Shader
Returns
Bool

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supportsHotReloadPath(): Bool
Returns
Bool

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new(): Void