pub enum ShaderKind {
Vertex,
Fragment,
}Expand description
A shader can be either a fragment shader that produces pixels or a vertex shader that controls where triangles are drawn on the screen.
Variants§
Vertex
A vertex shader takes vertices in world coordinates and mathematically transforms them into screen coordinates for rendering. The vertex shader runs before the fragment shader and creates the input to the fragment shader.
Fragment
The fragment shader determines whether a pixel should be drawn and what color it should be. It uses the data produced by the vertex shader after it has been interpolated by the GPU for the particular pixel under consideration.
Auto Trait Implementations§
impl Freeze for ShaderKind
impl RefUnwindSafe for ShaderKind
impl Send for ShaderKind
impl Sync for ShaderKind
impl Unpin for ShaderKind
impl UnwindSafe for ShaderKind
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Source§impl<T> AsyncTaskResult for T
impl<T> AsyncTaskResult for T
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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impl<T, U> ObjectOrVariant<T> for Uwhere
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Source§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
Source§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
The inverse inclusion map: attempts to construct
self from the equivalent element of its
superset. Read moreSource§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
Checks if
self is actually part of its subset T (and can be converted to it).Source§fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
Use with care! Same as
self.to_subset but without any property checks. Always succeeds.Source§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts
self to the equivalent element of its superset.