Difference between revisions of "ShaderCompile"

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(Created page with "==shaderCompile== <div class="command-min-version-info">Available since: <span class="command-min-version">v4.0</span></div> <div class="command-doc">Compile shader</div> L...")
 
(Redirected page to Global Command: shaderCompile)
 
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==shaderCompile==
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#REDIRECT [[Global Command: shaderCompile]]
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<div class="command-min-version-info">Available since: <span class="command-min-version">v4.0</span></div>
 
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<div class="command-doc">Compile shader</div>
 
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Lua Syntax:
 
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<pre class="command-syntax">shaderCompile(vsh, fsh)</pre>
 
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===Arguments===
 
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====vsh====
 
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:'''"string"''' - vertex shader
 
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====fsh====
 
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:'''"string"''' - fragment shader
 
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===Flags===
 
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===Return Values===
 
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None.
 
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===Examples===
 
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Example 1: minimal shader
 
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<syntaxhighlight>
 
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shader = {_temporary_=0, num = shaderCompile([[#ifdef GL_ES
 
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precision lowp float;
 
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precision lowp int;
 
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#endif
 
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varying vec2 texcoord;
 
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uniform mat4 mvp_mat;
 
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attribute vec2 position;
 
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attribute vec2 uv;
 
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uniform int pass;
 
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void main ()
 
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{
 
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  gl_Position = mvp_mat * vec4(position.x,position.y,0.0,1.0);
 
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  texcoord = uv;
 
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}]],[[#ifdef GL_ES
 
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precision highp float;
 
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precision lowp  int;
 
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#endif
 
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uniform sampler2D composite;
 
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uniform int pass;
 
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varying vec2 texcoord;
 
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void main() {
 
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  gl_FragColor = texture2D(composite, texcoord.st);
 
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}
 
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]])}
 
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shaderSetOptions("active",shader.num)
 
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</syntaxhighlight>
 

Latest revision as of 13:33, 19 May 2023