#[repr(C)]
pub enum ShaderLocationIndex {
Show 26 variants VertexPosition, VertexTexcoord01, VertexTexcoord02, VertexNormal, VertexTangent, VertexColor, MatrixMvp, MatrixView, MatrixProjection, MatrixModel, MatrixNormal, VectorView, ColorDiffuse, ColorSpecular, ColorAmbient, MapAlbedo, MapMetalness, MapNormal, MapRoughness, MapOcclusion, MapEmission, MapHeight, MapCubemap, MapIrradiance, MapPrefilter, MapBrdf,
}
Expand description

Shader location index

Variants§

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VertexPosition

Shader location: vertex attribute: position

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VertexTexcoord01

Shader location: vertex attribute: texcoord01

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VertexTexcoord02

Shader location: vertex attribute: texcoord02

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VertexNormal

Shader location: vertex attribute: normal

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VertexTangent

Shader location: vertex attribute: tangent

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VertexColor

Shader location: vertex attribute: color

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MatrixMvp

Shader location: matrix uniform: model-view-projection

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MatrixView

Shader location: matrix uniform: view (camera transform)

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MatrixProjection

Shader location: matrix uniform: projection

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MatrixModel

Shader location: matrix uniform: model (transform)

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MatrixNormal

Shader location: matrix uniform: normal

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VectorView

Shader location: vector uniform: view

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ColorDiffuse

Shader location: vector uniform: diffuse color

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ColorSpecular

Shader location: vector uniform: specular color

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ColorAmbient

Shader location: vector uniform: ambient color

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MapAlbedo

Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)

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MapMetalness

Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)

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MapNormal

Shader location: sampler2d texture: normal

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MapRoughness

Shader location: sampler2d texture: roughness

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MapOcclusion

Shader location: sampler2d texture: occlusion

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MapEmission

Shader location: sampler2d texture: emission

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MapHeight

Shader location: sampler2d texture: height

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MapCubemap

Shader location: samplerCube texture: cubemap

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MapIrradiance

Shader location: samplerCube texture: irradiance

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MapPrefilter

Shader location: samplerCube texture: prefilter

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MapBrdf

Shader location: sampler2d texture: brdf

Trait Implementations§

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impl Clone for ShaderLocationIndex

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fn clone(&self) -> ShaderLocationIndex

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 ShaderLocationIndex

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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 Hash for ShaderLocationIndex

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fn hash<__H: Hasher>(&self, state: &mut __H)

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq<ShaderLocationIndex> for ShaderLocationIndex

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

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

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for ShaderLocationIndex

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impl Eq for ShaderLocationIndex

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impl StructuralEq for ShaderLocationIndex

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impl StructuralPartialEq for ShaderLocationIndex

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for Twhere T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for Twhere T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for Twhere T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for Twhere U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for Twhere T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for Twhere U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for Twhere U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.