Difference between revisions of "Shader Attribute Descriptors"

From GiderosMobile
(Created page with "Each attribute descriptor entry is a Lua table with the following fields: * name: the name of the attribute/vertex data stream. Must match the name used in GLSL and HLSL code...")
 
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Each attribute descriptor entry is a Lua table with the following fields:  
 
Each attribute descriptor entry is a Lua table with the following fields:  
* name: the name of the attribute/vertex data stream. Must match the name used in GLSL and HLSL code.
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* name: the name of the attribute/vertex data stream. Must match the name used in GLSL and HLSL code
* type: data type used from the host point of view. One of Shader.DFLOAT, Shader.DBYTE, Shader.DUBYTE, Shader.DSHORT, Shader.DUSHORT or Shader.DINT.
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* type: data type used from the host point of view. One of Shader.DFLOAT, Shader.DBYTE, Shader.DUBYTE, Shader.DSHORT, Shader.DUSHORT or Shader.DINT
* mult: number of components of the input vector.
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* mult: number of components of the input vector
* slot: index of the input slot (HLSL only).
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* slot: index of the input slot (HLSL only)
* offset: offset within the input slot (HLSL only, should be 0).
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* offset: offset within the input slot (HLSL only, should be 0)
  
 
The first three attributes have fixed meaning. Those are, in order:
 
The first three attributes have fixed meaning. Those are, in order:
* The vertex coordinate stream. Type must be Shader.DFLOAT and mult should be 3.
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* the vertex coordinate stream. Type must be Shader.DFLOAT and mult should be 3
* The per-vertex color. Type must be Shader.DUBYTE and mult should be 4.
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* the per-vertex color. Type must be Shader.DUBYTE and mult should be 4
* The texture coordinates. Type must be Shader.DFLOAT and mult should be 2.
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* the texture coordinates. Type must be Shader.DFLOAT and mult should be 2
 
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'''If one of these fixed attributes is not used by the custom shader program, it should still be defined with a mult value of 0 to serve as a placeholder.'''
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'''If one of these fixed attributes is not used by the custom shader program, it should still be defined with a ''mult'' value of 0 to serve as a placeholder.'''

Revision as of 06:37, 4 November 2023

Each attribute descriptor entry is a Lua table with the following fields:

  • name: the name of the attribute/vertex data stream. Must match the name used in GLSL and HLSL code
  • type: data type used from the host point of view. One of Shader.DFLOAT, Shader.DBYTE, Shader.DUBYTE, Shader.DSHORT, Shader.DUSHORT or Shader.DINT
  • mult: number of components of the input vector
  • slot: index of the input slot (HLSL only)
  • offset: offset within the input slot (HLSL only, should be 0)

The first three attributes have fixed meaning. Those are, in order:

  • the vertex coordinate stream. Type must be Shader.DFLOAT and mult should be 3
  • the per-vertex color. Type must be Shader.DUBYTE and mult should be 4
  • the texture coordinates. Type must be Shader.DFLOAT and mult should be 2

If one of these fixed attributes is not used by the custom shader program, it should still be defined with a mult value of 0 to serve as a placeholder.