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(→scheme: added section) |
(→program: added uniform-block-binding) |
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* attribute | * attribute | ||
* geometry-vertices-out: integer, max number of vertices emitted by geometry shader | * geometry-vertices-out: integer, max number of vertices emitted by geometry shader | ||
* geometry-input-type | * geometry-input-type: points, lines, lines-adjacency, triangles, triangles-adjacency | ||
* geometry-output-type | * geometry-output-type: points, line-strip, triangle-strip | ||
* uniform-block-binding: has name and index (since 2020.1) | |||
example: | example: | ||
Line 475: | Line 476: | ||
</program> | </program> | ||
</syntaxhighlight> | </syntaxhighlight> | ||
example for clustered lightning in compositor: | |||
<syntaxhighlight lang="xml"> | |||
<program> | |||
<vertex-shader n="0">Shaders/lcd.vert</vertex-shader> | |||
<fragment-shader n="0">Shaders/lcd.frag</fragment-shader> | |||
<fragment-shader n="1">Shaders/noise.frag</fragment-shader> | |||
<fragment-shader n="2">Shaders/filters-ALS.frag</fragment-shader> | |||
<fragment-shader n="3">Shaders/ALS/clustered-include.frag</fragment-shader> | |||
<uniform-block-binding> | |||
<name>PointLightBlock</name> | |||
<index>5</index> | |||
</uniform-block-binding> | |||
<uniform-block-binding> | |||
<name>SpotLightBlock</name> | |||
<index>6</index> | |||
</uniform-block-binding> | |||
</program> | |||
</syntaxhighlight> | |||
See this page for more about shaders: [[Howto:Shader programming in FlightGear]] | See this page for more about shaders: [[Howto:Shader programming in FlightGear]] |
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