openrndr / org.openrndr.internal.gl3 / ShaderGL3

ShaderGL3

class ShaderGL3 : Shader

Constructors

<init>

ShaderGL3(program: Int, name: String, vertexShader: VertexShaderGL3, fragmentShader: FragmentShaderGL3)

Properties

fragmentShader

val fragmentShader: FragmentShaderGL3

name

val name: String

program

val program: Int

vertexShader

val vertexShader: VertexShaderGL3

Functions

attributeIndex

fun attributeIndex(name: String): Int

begin

fun begin(): Unit

block

fun block(blockName: String, block: UniformBlock): Unit

blockIndex

fun blockIndex(block: String): Int

blockLayout

fun blockLayout(blockName: String): UniformBlockLayout?

createBlock

fun createBlock(blockName: String): UniformBlock

end

fun end(): Unit

hasUniform

fun hasUniform(name: String): Boolean

uniform

fun uniform(name: String, value: ColorRGBa): Unit
fun uniform(name: String, value: Vector3): Unit
fun uniform(name: String, value: Vector4): Unit
fun uniform(name: String, x: Float, y: Float, z: Float, w: Float): Unit
fun uniform(name: String, x: Float, y: Float, z: Float): Unit
fun uniform(name: String, x: Float, y: Float): Unit
fun uniform(name: String, value: Int): Unit
fun uniform(name: String, value: Boolean): Unit
fun uniform(name: String, value: Vector2): Unit
fun uniform(name: String, value: Float): Unit
fun uniform(name: String, value: Double): Unit
fun uniform(name: String, value: Matrix44): Unit
fun uniform(name: String, value: Array<Vector2>): Unit
fun uniform(name: String, value: Array<Vector3>): Unit
fun uniform(name: String, value: Array<Vector4>): Unit
fun uniform(name: String, value: FloatArray): Unit

uniformIndex

fun uniformIndex(uniform: String, query: Boolean = false): Int

Companion Object Functions

create

fun create(vertexShader: VertexShaderGL3, fragmentShader: FragmentShaderGL3): ShaderGL3