[][src]Struct web_glitz::pipeline::graphics::FragmentShader

pub struct FragmentShader { /* fields omitted */ }

The programmable stage in the rendering pipeline that handles the processing of individual fragments generated by rasterization into a set of colors and a single depth value.

The fragment shader is the pipeline stage after a primitive is rasterized. For each sample of the pixels covered by a primitive, a "fragment" is generated. Each fragment notabily has a Window Space position and it contains all of the interpolated per-vertex output values from the last Vertex Processing stage.

The output of a fragment shader is a depth value, a possible stencil value (unmodified by the fragment shader), and zero or more color values to be potentially written to the buffers in the current framebuffer.

Fragment shaders take a single fragment as input and produce a single fragment as output.

See [RenderingContext::create_fragment_shader] for details on how a fragment shader is created.

Trait Implementations

impl Hash for FragmentShader[src]

impl PartialEq<FragmentShader> for FragmentShader[src]

Auto Trait Implementations

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impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<D, T> IntoBuffer<T> for D where
    D: Borrow<T> + 'static,
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impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.