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NDEVR
API Documentation
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Shader definition specialized for the fragment (pixel) processing stage. More...
Public Attributes | |
| Dictionary< PrimitiveProperty, ResolveableLocation > | image_bind_locations |
| Maps PrimitiveProperty enum values to texture/image sampler bind locations. | |
| UUID | input_data_id |
| Linkage UUID for the fragment input interface. Must match the corresponding VertexShaderDefinition::output_data_id. | |
| Dictionary< String, ResolveableLocation > | material_property_bind_locations |
| Maps material property names to their shader uniform locations. | |
| Public Attributes inherited from ShaderDefinition | |
| Dictionary< String, ShaderUniform > | attribute_locations |
| Maps uniform block names to their ShaderUniform descriptors. | |
| UUID | fallback_id |
| Fallback shader UUID used when the target graphics engine lacks support for this shader. | |
| Dictionary< String, String > | graphics_engine_data |
| Maps graphics engine names to their corresponding shader source code. | |
| String | icon |
| Icon identifier used for UI representation of the shader. | |
| UUID | id |
| Unique identifier for this shader definition. | |
| TranslatedString | shader_name |
| User-facing display name of the shader. | |
Shader definition specialized for the fragment (pixel) processing stage.
Extends ShaderDefinition with fragment-specific bindings for texture/image samplers, material property uniforms, and a linkage UUID that must match the corresponding VertexShaderDefinition's output.
Definition at line 69 of file ShaderDefinition.h.