Effect framework: Difference between revisions

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→‎program: added uniform-block-binding
(→‎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 - points, lines, lines-adjacency, triangles, triangles-adjacency
* geometry-input-type: points, lines, lines-adjacency, triangles, triangles-adjacency
* geometry-output-type - points, line-strip, triangle-strip
* 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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