NDEVR
API Documentation
VertexShaderDefinition

Shader definition specialized for the vertex processing stage. More...

Inheritance diagram for VertexShaderDefinition:
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Collaboration diagram for VertexShaderDefinition:
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Public Attributes

Dictionary< String, ResolveableLocationextra_channel_locations
 Maps additional named data channels to their shader input locations.
ResolveableLocation flags
 Location of the rendering flags uniform.
Dictionary< VertexProperty, ResolveableLocationgeometry_channel_locations
 Maps VertexProperty enum values to their shader input locations for geometry data.
Dictionary< String, ResolveableLocationmodel_channel_locations
 Maps per-model data channel names to their shader input locations.
ResolveableLocation offset
 Location of the vertex offset uniform.
UUID output_data_id
 Linkage UUID for the vertex output interface. Must match the corresponding FragmentShaderDefinition::input_data_id.
ResolveableLocation transform
 Location of the model transform matrix uniform.
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 vertex processing stage.

Extends ShaderDefinition with vertex-specific bindings such as geometry channel locations, per-model data channels, transform/offset/flags uniforms, and a linkage UUID that must match the corresponding FragmentShaderDefinition's input.

Definition at line 51 of file ShaderDefinition.h.


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