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package shader_data_registry

import "kaiju/registry/shader_data_registry"

Constants

ShaderDataStandardFlagOutline

ShaderDataStandardFlags(1 << iota)

Enable

bit

will

be

set

anytime

there

are

flags

This

is

needed

because

bits

at

the

extremes

of

the

float

will

be

truncated

to

0

otherwise

By

setting

this

bit

exponent

bit

2

this

issue

can

be

prevented

ShaderDataStandardFlagEnable

1 << 30

Functions

Create

func Create(name string) rendering.DrawInstance

Types

ShaderDataBasicLit

struct

type ShaderDataBasicLit struct {
    rendering.ShaderDataBase
    Color  matrix.Color
    Light0 float32
    Light1 float32
    Light2 float32
    Light3 float32
}

ShaderDataBasicLit.Size

func (t ShaderDataBasicLit) Size() int

ShaderDataEdFrustumWire

struct

type ShaderDataEdFrustumWire struct {
    rendering.ShaderDataBase
    Color             matrix.Color
    FrustumProjection matrix.Mat4
}

ShaderDataEdFrustumWire.Size

func (t ShaderDataEdFrustumWire) Size() int

ShaderDataEdTransformWire

struct

type ShaderDataEdTransformWire struct {
    rendering.ShaderDataBase
    Color matrix.Color
}

ShaderDataEdTransformWire.Size

func (t ShaderDataEdTransformWire) Size() int

ShaderDataGrid

struct

type ShaderDataGrid struct {
    rendering.ShaderDataBase
    Color matrix.Color
}

ShaderDataGrid.Size

func (t ShaderDataGrid) Size() int

ShaderDataPBR

struct

type ShaderDataPBR struct {
    rendering.ShaderDataBase
    VertColors matrix.Color
    Metallic   float32
    Roughness  float32
    Emissive   float32
    Light0     float32
    Light1     float32
    Light2     float32
    Light3     float32
}

ShaderDataPBR.Size

func (t ShaderDataPBR) Size() int

ShaderDataStandard

struct

type ShaderDataStandard struct {
    rendering.ShaderDataBase
    Color matrix.Color
    Flags ShaderDataStandardFlags
}

ShaderDataStandard.ClearFlag

func (s *ShaderDataStandard) ClearFlag(flag ShaderDataStandardFlags)

ShaderDataStandard.SetFlag

func (s *ShaderDataStandard) SetFlag(flag ShaderDataStandardFlags)

ShaderDataStandard.Size

func (ShaderDataStandard) Size() int

ShaderDataStandard.TestFlag

func (s *ShaderDataStandard) TestFlag(flag ShaderDataStandardFlags) bool

ShaderDataStandardFlags

uint32

type ShaderDataStandardFlags = uint32

ShaderDataUnlit

struct

type ShaderDataUnlit struct {
    rendering.ShaderDataBase
    Color matrix.Color
    UVs   matrix.Vec4
}

ShaderDataUnlit.Size

func (t ShaderDataUnlit) Size() int