FragmentShaderModel
Constructors
Functions
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fun <RT : GenType, F : Func<RT>> Func(funcFactory: (GlslGenerator) -> F, body: () -> RT): FunctionDelegate<RT, F>
fun <RT : GenType, F : Func<RT>, P1 : Variable> Func(funcFactory: (GlslGenerator) -> F, p1Factory: (GlslGenerator) -> P1, body: (p1: P1) -> RT): FunctionDelegate1<RT, F, P1>
fun <RT : GenType, F : Func<RT>, P1 : Variable, P2 : Variable> Func(funcFactory: (GlslGenerator) -> F, p1Factory: (GlslGenerator) -> P1, p2Factory: (GlslGenerator) -> P2, body: (p1: P1, p2: P2) -> RT): FunctionDelegate2<RT, F, P1, P2>
fun <RT : GenType, F : Func<RT>, P1 : Variable, P2 : Variable, P3 : Variable> Func(funcFactory: (GlslGenerator) -> F, p1Factory: (GlslGenerator) -> P1, p2Factory: (GlslGenerator) -> P2, p3Factory: (GlslGenerator) -> P3, body: (p1: P1, p2: P2, p3: P3) -> RT): FunctionDelegate3<RT, F, P1, P2, P3>
fun <RT : GenType, F : Func<RT>, P1 : Variable, P2 : Variable, P3 : Variable, P4 : Variable> Func(funcFactory: (GlslGenerator) -> F, p1Factory: (GlslGenerator) -> P1, p2Factory: (GlslGenerator) -> P2, p3Factory: (GlslGenerator) -> P3, p4Factory: (GlslGenerator) -> P4, body: (p1: P1, p2: P2, p3: P3, p4: P4) -> RT): FunctionDelegate4<RT, F, P1, P2, P3, P4>
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fun <T : Variable> samplersArray(size: Int, precision: Precision = Precision.DEFAULT): UniformArrayDelegate<Sampler2DVarArray>
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fun <T : Variable> uniform(factory: (GlslGenerator) -> T, precision: Precision = Precision.DEFAULT): UniformDelegate<T>
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fun <T : Variable> uniformArray(size: Int, init: (builder: GlslGenerator) -> T, precision: Precision = Precision.DEFAULT): UniformArrayDelegate<T>
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fun <T : Variable> uniformCtr(clazz: KClass<T>, precision: Precision = Precision.DEFAULT): UniformConstructorDelegate<T>
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fun <T : Variable> varying(factory: (GlslGenerator) -> T, precision: Precision = Precision.DEFAULT, predicate: Boolean = true): VaryingDelegate<T>
Data coming IN from the Vertex Shader.
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fun <T : Variable> varyingCtr(clazz: KClass<T>, precision: Precision = Precision.DEFAULT): VaryingConstructorDelegate<T>
Data coming IN from the Vertex Shader.
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fun <P1 : Variable> Void(p1Factory: (GlslGenerator) -> P1, body: (p1: P1) -> Unit): FunctionVoidDelegate1<P1>
fun <P1 : Variable, P2 : Variable> Void(p1Factory: (GlslGenerator) -> P1, p2Factory: (GlslGenerator) -> P2, body: (p1: P1, p2: P2) -> Unit): FunctionVoidDelegate2<P1, P2>