Constructors

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constructor()
constructor(other: ShadeStyle)

Types

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Properties

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open override val buffers: MutableMap<String, String>
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open override val bufferTypes: MutableMap<String, String>
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open override var bufferValues: MutableMap<String, Any>
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open override val imageArrayLength: MutableMap<String, Int>
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open override val imageBindings: MutableMap<String, Int>
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open override val imageFlags: MutableMap<String, Set<ImageFlag>>
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open override val imageTypes: MutableMap<String, String>
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open override val imageValues: MutableMap<String, Array<out ImageBinding>>
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open override var parameterValues: MutableMap<String, Any>
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open override var textureBaseIndex: Int
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Functions

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fun attributes(attributesBuffer: VertexBuffer)
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open fun buffer(name: String, buffer: AtomicCounterBuffer)
open fun buffer(name: String, buffer: ShaderStorageBuffer)
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open fun image(name: String, values: Array<out ImageBinding>)
open fun image(name: String, value: ImageBinding)
open fun image(name: String, arrayTextures: Array<ArrayTexture>, levels: Array<Int> = Array(arrayTextures.size) { 0 })
open fun image(name: String, colorBuffers: Array<ColorBuffer>, levels: Array<Int> = Array(colorBuffers.size) { 0 })
open fun image(name: String, cubemaps: Array<Cubemap>, levels: Array<Int> = Array(cubemaps.size) { 0 })
open fun image(name: String, volumeTextures: Array<VolumeTexture>, levels: Array<Int> = Array(volumeTextures.size) { 0 })
open fun image(name: String, arrayTexture: ArrayTexture, level: Int = 0)
open fun image(name: String, colorBuffer: ColorBuffer, level: Int = 0)
open fun image(name: String, cubemap: Cubemap, level: Int = 0)
open fun image(name: String, volumeTexture: VolumeTexture, level: Int = 0)
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fun output(name: String, output: ShadeStyleOutput)
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open fun parameter(name: String, value: Array<ColorRGBa>)
open fun parameter(name: String, value: Array<Matrix33>)
open fun parameter(name: String, value: Array<Matrix44>)
open fun parameter(name: String, value: Array<Vector2>)
open fun parameter(name: String, value: Array<Vector3>)
open fun parameter(name: String, value: Array<Vector4>)
open fun parameter(name: String, value: Boolean)
open fun parameter(name: String, value: Double)
open fun parameter(name: String, value: DoubleArray)
open fun parameter(name: String, value: Float)
open fun parameter(name: String, value: Int)
open fun parameter(name: String, value: IntArray)
open fun parameter(name: String, value: ColorRGBa)
open fun parameter(name: String, value: ArrayCubemap)
open fun parameter(name: String, value: ArrayTexture)
open fun parameter(name: String, value: BufferTexture)
open fun parameter(name: String, value: ColorBuffer)
open fun parameter(name: String, value: Cubemap)
open fun parameter(name: String, value: DepthBuffer)
open fun parameter(name: String, value: VolumeTexture)
open fun parameter(name: String, value: BooleanVector2)
open fun parameter(name: String, value: BooleanVector3)
open fun parameter(name: String, value: BooleanVector4)
open fun parameter(name: String, value: IntVector2)
open fun parameter(name: String, value: IntVector3)
open fun parameter(name: String, value: IntVector4)
open fun parameter(name: String, value: Matrix33)
open fun parameter(name: String, value: Matrix44)
open fun parameter(name: String, value: Vector2)
open fun parameter(name: String, value: Vector3)
open fun parameter(name: String, value: Vector4)
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inline fun <T : Struct<T>> StyleParameters.parameter(name: String, value: T)
inline fun <T : Struct<T>> StyleParameters.parameter(name: String, value: Array<T>)
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operator fun plus(other: ShadeStyle): ShadeStyle
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open fun StyleImageBindings.registerImageBinding(name: String, access: ImageAccess = ImageAccess.READ_WRITE, flags: Set<ImageFlag>, arrayLength: Int = -1)
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inline fun <T : Struct<T>> StyleBufferBindings.registerStructuredBuffer(name: String, access: BufferAccess = BufferAccess.READ_WRITE, flags: Set<BufferFlag> = emptySet())
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