30 #ifndef GRAPHICS_SHADER_SHADERBUILDER_H 31 #define GRAPHICS_SHADER_SHADERBUILDER_H 36 #include "glm/mat4x4.hpp" 196 #endif // GRAPHICS_SHADER_SHADERBUILDER_H Input
< Vertex shader input data. Each should have a corresponding output.
Class and macro for implementing singletons.
void build(bool isGL3, Common::UString &v_string, Common::UString &f_string)
Not strictly speaking an input, but generated for an output.
A class holding an UTF-8 string.
std::vector< Input > _inputDescriptors
void declareSampler(ShaderDescriptor::Sampler sampler, ShaderDescriptor::SamplerType type)
void connect(ShaderDescriptor::Sampler sampler, ShaderDescriptor::Input input, ShaderDescriptor::Action action)
Connect an input to a sampler and an action.
Same as INPUT_UV1, but specifies input matrix too.
void clear()
Clear shader descriptor information.
Not strictly speaking an input, but generated for an output.
Not really blending, but component-wise multiply.
void declareUniform(ShaderDescriptor::Uniform uniform)
std::vector< Pass > _passes
std::vector< Connector > _connectors
std::vector< UniformDescriptor > _uniformDescriptors
Same as INPUT_UV0, but specifies input matrix too.
Uniform variable colour information.
Blending not applicable to the component.
void genName(Common::UString &n_string)
Generate a name to asscoiate with the current description.
void addPass(ShaderDescriptor::Action action, ShaderDescriptor::Blend blend)
std::vector< SamplerDescriptor > _samplerDescriptors
void declareInput(ShaderDescriptor::Input input)
Per-vertex colour information.