Enum ShaderPropertyKind

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pub enum ShaderPropertyKind {
Show 20 variants Float(f32), FloatArray { value: Vec<f32>, max_len: usize, }, Int(i32), IntArray { value: Vec<i32>, max_len: usize, }, UInt(u32), UIntArray { value: Vec<u32>, max_len: usize, }, Bool(bool), Vector2(Matrix<f32, Const<2>, Const<1>, ArrayStorage<f32, 2, 1>>), Vector2Array { value: Vec<Matrix<f32, Const<2>, Const<1>, ArrayStorage<f32, 2, 1>>>, max_len: usize, }, Vector3(Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>), Vector3Array { value: Vec<Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>>, max_len: usize, }, Vector4(Matrix<f32, Const<4>, Const<1>, ArrayStorage<f32, 4, 1>>), Vector4Array { value: Vec<Matrix<f32, Const<4>, Const<1>, ArrayStorage<f32, 4, 1>>>, max_len: usize, }, Matrix2(Matrix<f32, Const<2>, Const<2>, ArrayStorage<f32, 2, 2>>), Matrix2Array { value: Vec<Matrix<f32, Const<2>, Const<2>, ArrayStorage<f32, 2, 2>>>, max_len: usize, }, Matrix3(Matrix<f32, Const<3>, Const<3>, ArrayStorage<f32, 3, 3>>), Matrix3Array { value: Vec<Matrix<f32, Const<3>, Const<3>, ArrayStorage<f32, 3, 3>>>, max_len: usize, }, Matrix4(Matrix<f32, Const<4>, Const<4>, ArrayStorage<f32, 4, 4>>), Matrix4Array { value: Vec<Matrix<f32, Const<4>, Const<4>, ArrayStorage<f32, 4, 4>>>, max_len: usize, }, Color { r: u8, g: u8, b: u8, a: u8, },
}

Variants§

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Float(f32)

Real number.

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FloatArray

Real number array.

Fields

§value: Vec<f32>
§max_len: usize

max_len defines the maximum number of elements in the shader.

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Int(i32)

Integer number.

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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(u32)

Natural number.

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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(bool)

Boolean value.

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Vector2(Matrix<f32, Const<2>, Const<1>, ArrayStorage<f32, 2, 1>>)

Two-dimensional vector.

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Vector2Array

Two-dimensional vector array.

Fields

§value: Vec<Matrix<f32, Const<2>, Const<1>, ArrayStorage<f32, 2, 1>>>
§max_len: usize

max_len defines the maximum number of elements in the shader.

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Vector3(Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>)

Three-dimensional vector.

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Vector3Array

Three-dimensional vector array.

Fields

§value: Vec<Matrix<f32, Const<3>, Const<1>, ArrayStorage<f32, 3, 1>>>
§max_len: usize

max_len defines the maximum number of elements in the shader.

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Vector4(Matrix<f32, Const<4>, Const<1>, ArrayStorage<f32, 4, 1>>)

Four-dimensional vector.

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Vector4Array

Four-dimensional vector array.

Fields

§value: Vec<Matrix<f32, Const<4>, Const<1>, ArrayStorage<f32, 4, 1>>>
§max_len: usize

max_len defines the maximum number of elements in the shader.

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Matrix2(Matrix<f32, Const<2>, Const<2>, ArrayStorage<f32, 2, 2>>)

2x2 Matrix.

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Matrix2Array

2x2 Matrix array.

Fields

§value: Vec<Matrix<f32, Const<2>, Const<2>, ArrayStorage<f32, 2, 2>>>
§max_len: usize

max_len defines the maximum number of elements in the shader.

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Matrix3(Matrix<f32, Const<3>, Const<3>, ArrayStorage<f32, 3, 3>>)

3x3 Matrix.

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Matrix3Array

3x3 Matrix array.

Fields

§value: Vec<Matrix<f32, Const<3>, Const<3>, ArrayStorage<f32, 3, 3>>>
§max_len: usize

max_len defines the maximum number of elements in the shader.

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Matrix4(Matrix<f32, Const<4>, Const<4>, ArrayStorage<f32, 4, 4>>)

4x4 Matrix.

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Matrix4Array

4x4 Matrix array.

Fields

§value: Vec<Matrix<f32, Const<4>, Const<4>, ArrayStorage<f32, 4, 4>>>
§max_len: usize

max_len defines the maximum number of elements in the shader.

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Color

An sRGB color.

§Conversion

The colors you see on your monitor are in sRGB color space, this is fine for simple cases of rendering, but not for complex things like lighting. Such things require color to be linear. Value of this variant will be automatically converted to linear color space before it passed to shader.

Fields

§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_F_0: &'static str = "Float@0"

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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_F_0: &'static str = "Int@0"

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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_F_0: &'static str = "UInt@0"

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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_F_0: &'static str = "Bool@0"

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pub const VECTOR_2_F_0: &'static str = "Vector2@0"

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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_F_0: &'static str = "Vector3@0"

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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_F_0: &'static str = "Vector4@0"

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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_F_0: &'static str = "Matrix2@0"

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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_F_0: &'static str = "Matrix3@0"

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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_F_0: &'static str = "Matrix4@0"

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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 Debug for ShaderPropertyKind

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

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

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fn default() -> ShaderPropertyKind

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<ShaderPropertyKind, <__D as Deserializer<'de>>::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<ShaderPropertyKind>) -> 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 + 'static)))

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

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

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

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

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

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

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

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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 as Serializer>::Ok, <__S as Serializer>::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) -> Result<(), VisitError>

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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