[−][src]Struct golem::ShaderDescription
The parameters to create a ShaderProgram
Fields
vertex_input: &'a [Attribute]
The inputs to the vertex shader stage, which are also the inputs to the whole shader
fragment_input: &'a [Attribute]
The inputs to the fragment shader stage, which are also the outputs from the vertex shader
uniforms: &'a [Uniform]
The uniform values available to all shader stages, across all vertices of a draw call
Uniforms can be bound with ShaderProgram::set_uniform
vertex_shader: &'a str
The text of the vertex shader stage
Do not include the vertex inputs, outputs, or uniforms, use the vertex_input
,
fragment_input
, and uniforms
fields instead. The inputs to this stage are
defined as the vertex_input
and the ouptuts are the fragment_input
as well as
gl_Position
, a vec4 that represents the vertex's position.
fragment_shader: &'a str
The text of the fragment shader stage
See the documentation of the vertex_shader
. The inputs to this stage are
defined as the fragment_input
and the ouptut is gl_FragColor
, a vec4 that represents
the RGBA color of the fragment. Use the function texture
to read values from GLSL
textures; it will be converted to texture2D
on the web backend.
Auto Trait Implementations
impl<'a> RefUnwindSafe for ShaderDescription<'a>
impl<'a> Send for ShaderDescription<'a>
impl<'a> Sync for ShaderDescription<'a>
impl<'a> Unpin for ShaderDescription<'a>
impl<'a> UnwindSafe for ShaderDescription<'a>
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,