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en:orx:config:settings_structure:orxshader

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orxSHADER structure

Summary

[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>

Details

Here's a list of the available properties for an orxSHADER structure:

  • Code: This block 1) contains the code that will be executed. It needs to be provided and be valid GLSL fragment shader code.
  • 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.
  • ParamList: This defines the list of parameters needed and used by the shader's code. Every defined parameter must have a default value that will help orx guess their type. If none is provided, then its type will be assumed to be a texture. Available types are <float>, <vector> and texture (if a path to a texture file or the keyword 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.

1)
delimited by double quotes (“) as seen in the syntax page
2)
if the owner is a viewport, it will be its associated texture; if it's an object, it's current graphic/animation key's texture will be used
en/orx/config/settings_structure/orxshader.1305532277.txt.gz · Last modified: 2017/05/30 00:50 (8 years ago) (external edit)