This is an old revision of the document!
[ShaderTemplate] Code = "// Shader code void main() { // Do stuff }" KeepInCache = <bool> ParamList = ParamFloat # ParamTexture # ParamVector ParamFloat = <float> ParamVector = <vector> ParamTexture = path/to/TextureFile|screen UseCustomParam = <bool>
Here's a list of the available properties for an orxSHADER
structure:
KeepInCache
: Defines if the shader code should be kept in memory even if no shader of this type is currently in use. This saves time (reading from disk + compiling) but costs memory. Its default value is false
.screen
is provided). If an invalid path is provided for a parameter, or the parameter isn't defined at all, the owner's texture will be used 2). If an explicit list is provided for any parameter, the shader variable will be an array of this parameter type (instead of a regular variable) and its size will be the number of items in the list.UseCustomParam
: Defines if parameters can have their value overridden at runtime (ie. interactive). Its default value is false
which means only the default values will be used.Here's a simple example of a non-interactive shader as seen in the spawner/shader tutorial.
[Decompose] Code = "void main() { float fRed, fGreen, fBlue; // Computes positions with offsets vec2 vRedPos = vec2(gl_TexCoord[0].x + offset.x, gl_TexCoord[0].y + offset.y); vec2 vGreenPos = vec2(gl_TexCoord[0].x, gl_TexCoord[0].y); vec2 vBluePos = vec2(gl_TexCoord[0].x - offset.x, gl_TexCoord[0].y - offset.y); // Red pixel inside texture? if((vRedPos.x >= 0.0) && (vRedPos.x <= 1.0) && (vRedPos.y >= 0.0) && (vRedPos.y <= 1.0)) { // Gets its value fRed = texture2D(texture, vRedPos).r; } // Green pixel inside texture? if((vGreenPos.x >= 0.0) && (vGreenPos.x <= 1.0) && (vGreenPos.y >= 0.0) && (vGreenPos.y <= 1.0)) { // Gets its value fGreen = texture2D(texture, vGreenPos).g; } // Blue pixel inside texture? if((vBluePos.x >= 0.0) && (vBluePos.x <= 1.0) && (vBluePos.y >= 0.0) && (vBluePos.y <= 1.0)) { // Gets its value fBlue = texture2D(texture, vBluePos).b; } // Outputs the final decomposed pixel gl_FragColor = vec4(fRed, fGreen, fBlue, 1.0); }" ParamList = texture # offset offset = (-0.05, -0.05, 0.0) ~ (0.05, 0.05, 0.0); <= Let's take some random offset
Please see the spawner/shader tutorial for more information.