Shader
A shader is a program that is responsible for rendering graphical primitives on a device's graphics processor. The shader is generated from a shader definition. This shader definition specifies the code for processing vertices and fragments processed by the GPU. The language of the code is GLSL (or more specifically ESSL, the OpenGL ES Shading Language). The shader definition also describes how the PlayCanvas engine should map vertex buffer elements onto the attributes specified in the vertex shader code.
// Create a shader that renders primitives with a solid red color
var shaderDefinition = {
attributes: {
aPosition: pc.SEMANTIC_POSITION
},
vshader: [
"attribute vec3 aPosition;",
"",
"void main(void)",
"{",
" gl_Position = vec4(aPosition, 1.0);",
"}"
].join("\n"),
fshader: [
"precision " + graphicsDevice.precision + " float;",
"",
"void main(void)",
"{",
" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);",
"}"
].join("\n")
};
var shader = new pc.Shader(graphicsDevice, shaderDefinition);
Summary
Properties
meshBindGroupFormat | Format of the bind group for the mesh bind group. |
meshUniformBufferFormat | Format of the uniform buffer for mesh bind group. |
Methods
destroy | Frees resources associated with this shader. |
Details
Constructor
Shader(graphicsDevice, definition)
Creates a new Shader instance.
// Create a shader that renders primitives with a solid red color
var shaderDefinition = {
attributes: {
aPosition: pc.SEMANTIC_POSITION
},
vshader: [
"attribute vec3 aPosition;",
"",
"void main(void)",
"{",
" gl_Position = vec4(aPosition, 1.0);",
"}"
].join("\n"),
fshader: [
"precision " + graphicsDevice.precision + " float;",
"",
"void main(void)",
"{",
" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);",
"}"
].join("\n")
};
var shader = new pc.Shader(graphicsDevice, shaderDefinition);
Parameters
graphicsDevice | GraphicsDevice | The graphics device used to manage this shader. |
definition | object | The shader definition from which to build the shader. |
definition.name | string | The name of the shader. |
definition.attributes | { [string]: string } | Object detailing the mapping of vertex shader attribute names to semantics SEMANTIC_*. This enables the engine to match vertex buffer data as inputs to the shader. |
definition.vshader | string | Vertex shader source (GLSL code). |
definition.fshader | string | Fragment shader source (GLSL code). Optional when useTransformFeedback is specified. |
definition.useTransformFeedback | boolean | Specifies that this shader outputs post-VS data to a buffer. |
Properties
Methods
destroy()
Frees resources associated with this shader.