NDEVR
API Documentation
FragmentShaderDefinition

Shader definition specialized for the fragment (pixel) processing stage. More...

Inheritance diagram for FragmentShaderDefinition:
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Collaboration diagram for FragmentShaderDefinition:
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Public Attributes

Dictionary< PrimitiveProperty, ResolveableLocationimage_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, ResolveableLocationmaterial_property_bind_locations
 Maps material property names to their shader uniform locations.
Public Attributes inherited from ShaderDefinition
Dictionary< String, ShaderUniformattribute_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, Stringgraphics_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.

Detailed Description

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.


The documentation for this struct was generated from the following file: