Struct tetra::graphics::shader::Shader

source ·
pub struct Shader { /* private fields */ }
Expand description

A shader program, consisting of a vertex shader and a fragment shader.

This type acts as a lightweight handle to the associated graphics hardware data, and so can be cloned with little overhead.

Vertex Shaders

Vertex shaders take in data via three attributes:

  • a_position - A vec2 representing the position of the vertex in world space.
  • a_uv - A vec2 representing the texture co-ordinates that are associated with the vertex.
  • a_color - A vec4 representing a color to multiply the output by.

Fragment Shaders

Fragment shaders have a single vec4 output called o_color - this should be set to the desired output color for the fragment.

Uniforms

By default, the shader is provided with two uniform variables:

  • u_projection - A mat4 which can be used to translate world space co-ordinates into screen space.
  • u_texture - A sampler2D which can be used to access color data from the currently active texture.

You can also set data into your own uniform variables via the set_uniform method.

Implementations§

Creates a new shader program from the given files.

Creates a new shader program from the given vertex shader file.

The default fragment shader will be used.

Creates a new shader program from the given fragment shader file.

The default vertex shader will be used.

Creates a new shader program from the given strings.

Sets the value of the specifed uniform parameter.

Trait Implementations§

Returns a copy of the value. Read more
Performs copy-assignment from source. Read more
Formats the value using the given formatter. Read more
This method tests for self and other values to be equal, and is used by ==. Read more
This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason. Read more

Auto Trait Implementations§

Blanket Implementations§

Gets the TypeId of self. Read more
Immutably borrows from an owned value. Read more
Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

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

The alignment of pointer.
The type for initializers.
Initializes a with the given initializer. Read more
Dereferences the given pointer. Read more
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Drops the object pointed to by the given pointer. Read more
Should always be Self
Sets value as a parameter of self.
The inverse inclusion map: attempts to construct self from the equivalent element of its superset. Read more
Checks if self is actually part of its subset T (and can be converted to it).
Use with care! Same as self.to_subset but without any property checks. Always succeeds.
The inclusion map: converts self to the equivalent element of its superset.
The resulting type after obtaining ownership.
Creates owned data from borrowed data, usually by cloning. Read more
Uses borrowed data to replace owned data, usually by cloning. Read more
The type returned in the event of a conversion error.
Performs the conversion.
The type returned in the event of a conversion error.
Performs the conversion.