Enum ShaderPropertyKind

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pub enum ShaderPropertyKind {
Show 20 variants Float { value: f32, }, FloatArray { value: Vec<f32>, max_len: usize, }, Int { value: i32, }, IntArray { value: Vec<i32>, max_len: usize, }, UInt { value: u32, }, UIntArray { value: Vec<u32>, max_len: usize, }, Bool { value: bool, }, Vector2 { value: Vector2<f32>, }, Vector2Array { value: Vec<Vector2<f32>>, max_len: usize, }, Vector3 { value: Vector3<f32>, }, Vector3Array { value: Vec<Vector3<f32>>, max_len: usize, }, Vector4 { value: Vector4<f32>, }, Vector4Array { value: Vec<Vector4<f32>>, max_len: usize, }, Matrix2 { value: Matrix2<f32>, }, Matrix2Array { value: Vec<Matrix2<f32>>, max_len: usize, }, Matrix3 { value: Matrix3<f32>, }, Matrix3Array { value: Vec<Matrix3<f32>>, max_len: usize, }, Matrix4 { value: Matrix4<f32>, }, Matrix4Array { value: Vec<Matrix4<f32>>, max_len: usize, }, Color { r: u8, g: u8, b: u8, a: u8, },
}

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Float

Real number.

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§value: f32
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FloatArray

Real number array.

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§value: Vec<f32>
§max_len: usize

max_len defines the maximum number of elements in the shader.

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Int

Integer number.

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§value: i32
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IntArray

Integer number array.

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§value: Vec<i32>
§max_len: usize

max_len defines the maximum number of elements in the shader.

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UInt

Natural number.

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§value: u32
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UIntArray

Natural number array.

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§value: Vec<u32>
§max_len: usize

max_len defines the maximum number of elements in the shader.

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Bool

Boolean value.

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§value: bool
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Vector2

Two-dimensional vector.

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§value: Vector2<f32>
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Vector2Array

Two-dimensional vector array.

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§value: Vec<Vector2<f32>>
§max_len: usize

max_len defines the maximum number of elements in the shader.

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Vector3

Three-dimensional vector.

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§value: Vector3<f32>
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Vector3Array

Three-dimensional vector array.

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§value: Vec<Vector3<f32>>
§max_len: usize

max_len defines the maximum number of elements in the shader.

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Vector4

Four-dimensional vector.

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§value: Vector4<f32>
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Vector4Array

Four-dimensional vector array.

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§value: Vec<Vector4<f32>>
§max_len: usize

max_len defines the maximum number of elements in the shader.

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Matrix2

2x2 Matrix.

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§value: Matrix2<f32>
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Matrix2Array

2x2 Matrix array.

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§value: Vec<Matrix2<f32>>
§max_len: usize

max_len defines the maximum number of elements in the shader.

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Matrix3

3x3 Matrix.

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§value: Matrix3<f32>
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Matrix3Array

3x3 Matrix array.

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§value: Vec<Matrix3<f32>>
§max_len: usize

max_len defines the maximum number of elements in the shader.

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Matrix4

4x4 Matrix.

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§value: Matrix4<f32>
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Matrix4Array

4x4 Matrix array.

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§value: Vec<Matrix4<f32>>
§max_len: usize

max_len defines the maximum number of elements in the shader.

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Color

An sRGB color.

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§r: u8

Default Red.

§g: u8

Default Green.

§b: u8

Default Blue.

§a: u8

Default Alpha.

Implementations§

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impl ShaderPropertyKind

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pub const FLOAT_VALUE: &'static str = "Float@value"

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pub const FLOAT_ARRAY_VALUE: &'static str = "FloatArray@value"

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pub const FLOAT_ARRAY_MAX_LEN: &'static str = "FloatArray@max_len"

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pub const INT_VALUE: &'static str = "Int@value"

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pub const INT_ARRAY_VALUE: &'static str = "IntArray@value"

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pub const INT_ARRAY_MAX_LEN: &'static str = "IntArray@max_len"

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pub const U_INT_VALUE: &'static str = "UInt@value"

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pub const U_INT_ARRAY_VALUE: &'static str = "UIntArray@value"

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pub const U_INT_ARRAY_MAX_LEN: &'static str = "UIntArray@max_len"

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pub const BOOL_VALUE: &'static str = "Bool@value"

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pub const VECTOR_2_VALUE: &'static str = "Vector2@value"

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pub const VECTOR_2_ARRAY_VALUE: &'static str = "Vector2Array@value"

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pub const VECTOR_2_ARRAY_MAX_LEN: &'static str = "Vector2Array@max_len"

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pub const VECTOR_3_VALUE: &'static str = "Vector3@value"

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pub const VECTOR_3_ARRAY_VALUE: &'static str = "Vector3Array@value"

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pub const VECTOR_3_ARRAY_MAX_LEN: &'static str = "Vector3Array@max_len"

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pub const VECTOR_4_VALUE: &'static str = "Vector4@value"

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pub const VECTOR_4_ARRAY_VALUE: &'static str = "Vector4Array@value"

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pub const VECTOR_4_ARRAY_MAX_LEN: &'static str = "Vector4Array@max_len"

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pub const MATRIX_2_VALUE: &'static str = "Matrix2@value"

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pub const MATRIX_2_ARRAY_VALUE: &'static str = "Matrix2Array@value"

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pub const MATRIX_2_ARRAY_MAX_LEN: &'static str = "Matrix2Array@max_len"

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pub const MATRIX_3_VALUE: &'static str = "Matrix3@value"

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pub const MATRIX_3_ARRAY_VALUE: &'static str = "Matrix3Array@value"

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pub const MATRIX_3_ARRAY_MAX_LEN: &'static str = "Matrix3Array@max_len"

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pub const MATRIX_4_VALUE: &'static str = "Matrix4@value"

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pub const MATRIX_4_ARRAY_VALUE: &'static str = "Matrix4Array@value"

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pub const MATRIX_4_ARRAY_MAX_LEN: &'static str = "Matrix4Array@max_len"

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pub const COLOR_R: &'static str = "Color@r"

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pub const COLOR_G: &'static str = "Color@g"

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pub const COLOR_B: &'static str = "Color@b"

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pub const COLOR_A: &'static str = "Color@a"

Trait Implementations§

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impl Clone for ShaderPropertyKind

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fn clone(&self) -> ShaderPropertyKind

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ShaderPropertyKind

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for ShaderPropertyKind

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for ShaderPropertyKind

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl PartialEq for ShaderPropertyKind

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fn eq(&self, other: &ShaderPropertyKind) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Reflect for ShaderPropertyKind

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fn source_path() -> &'static str

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fn type_name(&self) -> &'static str

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fn doc(&self) -> &'static str

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fn assembly_name(&self) -> &'static str

Returns a parent assembly name of the type that implements this trait. WARNING: You should use proc-macro (#[derive(Reflect)]) to ensure that this method will return correct assembly name. In other words - there’s no guarantee, that any implementation other than proc-macro will return a correct name of the assembly. Alternatively, you can use env!("CARGO_PKG_NAME") as an implementation.
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fn type_assembly_name() -> &'static str

Returns a parent assembly name of the type that implements this trait. WARNING: You should use proc-macro (#[derive(Reflect)]) to ensure that this method will return correct assembly name. In other words - there’s no guarantee, that any implementation other than proc-macro will return a correct name of the assembly. Alternatively, you can use env!("CARGO_PKG_NAME") as an implementation.
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fn fields_info(&self, func: &mut dyn FnMut(&[FieldInfo<'_, '_>]))

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fn into_any(self: Box<Self>) -> Box<dyn Any>

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fn set( &mut self, value: Box<dyn Reflect>, ) -> Result<Box<dyn Reflect>, Box<dyn Reflect>>

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fn as_any(&self, func: &mut dyn FnMut(&dyn Any))

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fn as_any_mut(&mut self, func: &mut dyn FnMut(&mut dyn Any))

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fn as_reflect(&self, func: &mut dyn FnMut(&dyn Reflect))

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fn as_reflect_mut(&mut self, func: &mut dyn FnMut(&mut dyn Reflect))

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fn fields(&self, func: &mut dyn FnMut(&[&dyn Reflect]))

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fn fields_mut(&mut self, func: &mut dyn FnMut(&mut [&mut dyn Reflect]))

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fn field(&self, name: &str, func: &mut dyn FnMut(Option<&dyn Reflect>))

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fn field_mut( &mut self, name: &str, func: &mut dyn FnMut(Option<&mut dyn Reflect>), )

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fn set_field( &mut self, field: &str, value: Box<dyn Reflect>, func: &mut dyn FnMut(Result<Box<dyn Reflect>, Box<dyn Reflect>>), )

Calls user method specified with #[reflect(setter = ..)] or falls back to Reflect::field_mut
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fn as_array(&self, func: &mut dyn FnMut(Option<&(dyn ReflectArray + 'static)>))

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fn as_array_mut( &mut self, func: &mut dyn FnMut(Option<&mut (dyn ReflectArray + 'static)>), )

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fn as_list(&self, func: &mut dyn FnMut(Option<&(dyn ReflectList + 'static)>))

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fn as_list_mut( &mut self, func: &mut dyn FnMut(Option<&mut (dyn ReflectList + 'static)>), )

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fn as_inheritable_variable( &self, func: &mut dyn FnMut(Option<&(dyn ReflectInheritableVariable + 'static)>), )

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fn as_inheritable_variable_mut( &mut self, func: &mut dyn FnMut(Option<&mut (dyn ReflectInheritableVariable + 'static)>), )

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fn as_hash_map( &self, func: &mut dyn FnMut(Option<&(dyn ReflectHashMap + 'static)>), )

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fn as_hash_map_mut( &mut self, func: &mut dyn FnMut(Option<&mut (dyn ReflectHashMap + 'static)>), )

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impl Serialize for ShaderPropertyKind

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl Visit for ShaderPropertyKind

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fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult

Read or write this value, depending on whether Visitor::is_reading() is true or false. Read more
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impl StructuralPartialEq for ShaderPropertyKind

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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