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NDEVR
API Documentation
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Shader definition specialized for the vertex processing stage. More...
Public Attributes | |
| Dictionary< String, ResolveableLocation > | extra_channel_locations |
| Maps additional named data channels to their shader input locations. | |
| ResolveableLocation | flags |
| Location of the rendering flags uniform. | |
| Dictionary< VertexProperty, ResolveableLocation > | geometry_channel_locations |
| Maps VertexProperty enum values to their shader input locations for geometry data. | |
| Dictionary< String, ResolveableLocation > | model_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, 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 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.