ShaderCompile
From The Official Visionaire Studio: Adventure Game Engine Wiki
Revision as of 21:28, 30 September 2014 by Vis apiuser (talk) (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...")
shaderCompile
Available since: v4.0
Compile shader
Lua Syntax:
shaderCompile(vsh, fsh)
Arguments
vsh
- "string" - vertex shader
fsh
- "string" - fragment shader
Flags
Return Values
None.
Examples
Example 1: minimal shader
shader = {_temporary_=0, num = shaderCompile([[#ifdef GL_ES
precision lowp float;
precision lowp int;
#endif
varying vec2 texcoord;
uniform mat4 mvp_mat;
attribute vec2 position;
attribute vec2 uv;
uniform int pass;
void main ()
{
gl_Position = mvp_mat * vec4(position.x,position.y,0.0,1.0);
texcoord = uv;
}]],[[#ifdef GL_ES
precision highp float;
precision lowp int;
#endif
uniform sampler2D composite;
uniform int pass;
varying vec2 texcoord;
void main() {
gl_FragColor = texture2D(composite, texcoord.st);
}
]])}
shaderSetOptions("active",shader.num)