#[repr(C)]pub enum ShaderLocationIndex {
Show 26 variants
VertexPosition = 0,
VertexTexcoord01 = 1,
VertexTexcoord02 = 2,
VertexNormal = 3,
VertexTangent = 4,
VertexColor = 5,
MatrixMvp = 6,
MatrixView = 7,
MatrixProjection = 8,
MatrixModel = 9,
MatrixNormal = 10,
VectorView = 11,
ColorDiffuse = 12,
ColorSpecular = 13,
ColorAmbient = 14,
MapAlbedo = 15,
MapMetalness = 16,
MapNormal = 17,
MapRoughness = 18,
MapOcclusion = 19,
MapEmission = 20,
MapHeight = 21,
MapCubemap = 22,
MapIrradiance = 23,
MapPrefilter = 24,
MapBrdf = 25,
}
Expand description
Shader location index
Variants§
VertexPosition = 0
Shader location: vertex attribute: position
VertexTexcoord01 = 1
Shader location: vertex attribute: texcoord01
VertexTexcoord02 = 2
Shader location: vertex attribute: texcoord02
VertexNormal = 3
Shader location: vertex attribute: normal
VertexTangent = 4
Shader location: vertex attribute: tangent
VertexColor = 5
Shader location: vertex attribute: color
MatrixMvp = 6
Shader location: matrix uniform: model-view-projection
MatrixView = 7
Shader location: matrix uniform: view (camera transform)
MatrixProjection = 8
Shader location: matrix uniform: projection
MatrixModel = 9
Shader location: matrix uniform: model (transform)
MatrixNormal = 10
Shader location: matrix uniform: normal
VectorView = 11
Shader location: vector uniform: view
ColorDiffuse = 12
Shader location: vector uniform: diffuse color
ColorSpecular = 13
Shader location: vector uniform: specular color
ColorAmbient = 14
Shader location: vector uniform: ambient color
MapAlbedo = 15
Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
MapMetalness = 16
Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
MapNormal = 17
Shader location: sampler2d texture: normal
MapRoughness = 18
Shader location: sampler2d texture: roughness
MapOcclusion = 19
Shader location: sampler2d texture: occlusion
MapEmission = 20
Shader location: sampler2d texture: emission
MapHeight = 21
Shader location: sampler2d texture: height
MapCubemap = 22
Shader location: samplerCube texture: cubemap
MapIrradiance = 23
Shader location: samplerCube texture: irradiance
MapPrefilter = 24
Shader location: samplerCube texture: prefilter
MapBrdf = 25
Shader location: sampler2d texture: brdf
Trait Implementations§
source§impl Clone for ShaderLocationIndex
impl Clone for ShaderLocationIndex
source§fn clone(&self) -> ShaderLocationIndex
fn clone(&self) -> ShaderLocationIndex
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for ShaderLocationIndex
impl Debug for ShaderLocationIndex
source§impl Hash for ShaderLocationIndex
impl Hash for ShaderLocationIndex
source§impl PartialEq for ShaderLocationIndex
impl PartialEq for ShaderLocationIndex
impl Copy for ShaderLocationIndex
impl Eq for ShaderLocationIndex
impl StructuralPartialEq for ShaderLocationIndex
Auto Trait Implementations§
impl Freeze for ShaderLocationIndex
impl RefUnwindSafe for ShaderLocationIndex
impl Send for ShaderLocationIndex
impl Sync for ShaderLocationIndex
impl Unpin for ShaderLocationIndex
impl UnwindSafe for ShaderLocationIndex
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
source§unsafe fn clone_to_uninit(&self, dst: *mut T)
unsafe fn clone_to_uninit(&self, dst: *mut T)
clone_to_uninit
)