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Graphics.Rendering.OpenGL.GL.Shaders | |
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Description |
This module corresponds to sections 2.15 (Vertex Shaders) and section 3.11
(Fragment Shaders) of the OpenGL 2.1 specs.
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Synopsis |
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Shader Objects
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Instances | |
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Instances | |
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Program Objects
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Instances | |
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Vertex attributes
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Constructors | Float' | | FloatVec2 | | FloatVec3 | | FloatVec4 | | Int' | | IntVec2 | | IntVec3 | | IntVec4 | | UnsignedInt' | | UnsignedIntVec2 | | UnsignedIntVec3 | | UnsignedIntVec4 | | Bool | | BoolVec2 | | BoolVec3 | | BoolVec4 | | FloatMat2 | | FloatMat3 | | FloatMat4 | | FloatMat2x3 | | FloatMat2x4 | | FloatMat3x2 | | FloatMat3x4 | | FloatMat4x2 | | FloatMat4x3 | | Sampler1D | | Sampler2D | | Sampler3D | | SamplerCube | | Sampler1DShadow | | Sampler2DShadow | | Sampler1DArray | | Sampler2DArray | | Sampler1DArrayShadow | | Sampler2DArrayShadow | | SamplerCubeShadow | | Sampler2DRect | | Sampler2DRectShadow | | IntSampler1D | | IntSampler2D | | IntSampler3D | | IntSamplerCube | | IntSampler1DArray | | IntSampler2DArray | | UnsignedIntSampler1D | | UnsignedIntSampler2D | | UnsignedIntSampler3D | | UnsignedIntSamplerCube | | UnsignedIntSampler1DArray | | UnsignedIntSampler2DArray | |
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Uniform variables
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Instances | |
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| Methods | | | Instances | |
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Implementation limits related to GLSL
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Contains the number of hardware units that can be used to access texture
maps from the vertex processor. The minimum legal value is 0.
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Contains the total number of hardware units that can be used to access
texture maps from the fragment processor. The minimum legal value is 2.
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Contains the total number of hardware units that can be used to access
texture maps from the vertex processor and the fragment processor combined.
Note: If the vertex shader and the fragment processing stage access the same
texture image unit, then that counts as using two texture image units. The
minimum legal value is 2.
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Contains the number of texture coordinate sets that are available. The
minimum legal value is 2.
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Contains the number of individual components (i.e., floating-point, integer
or boolean values) that are available for vertex shader uniform variables.
The minimum legal value is 512.
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Contains the number of individual components (i.e., floating-point, integer
or boolean values) that are available for fragment shader uniform variables.
The minimum legal value is 64.
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Contains the number of active vertex attributes that are available. The
minimum legal value is 16.
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Contains the number of individual floating-point values available for
varying variables. The minimum legal value is 32.
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Produced by Haddock version 2.4.2 |