Difference between revisions of "Shader"
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A Shader is used for advanced hardware-accelerated pixel or vertex manipulation. These effects are written in a language based on GLSL (OpenGL Shading Language) with a few things simplified for easier coding. | A Shader is used for advanced hardware-accelerated pixel or vertex manipulation. These effects are written in a language based on GLSL (OpenGL Shading Language) with a few things simplified for easier coding. | ||
− | Potential uses for | + | Potential uses for shaders include HDR/bloom, motion blur, grayscale/invert/sepia/any kind of color effect, reflection/refraction, distortions, bump mapping, and much more! |
== Constructors == | == Constructors == |
Revision as of 22:09, 25 November 2013
Available since LÖVE 0.9.0 |
This type is not supported in earlier versions. |
A Shader is used for advanced hardware-accelerated pixel or vertex manipulation. These effects are written in a language based on GLSL (OpenGL Shading Language) with a few things simplified for easier coding.
Potential uses for shaders include HDR/bloom, motion blur, grayscale/invert/sepia/any kind of color effect, reflection/refraction, distortions, bump mapping, and much more!
Constructors
love.graphics.newShader | Creates a new Shader. | 0.9.0 |
Functions
Object:release | Immediately destroys the object's Lua reference. | 11.0 | |
Object:type | Gets the type of the object as a string. | ||
Object:typeOf | Checks whether an object is of a certain type. | ||
Shader:getExternVariable | Gets information about an 'extern' ('uniform') variable in the Shader. | 0.9.2 | 11.0 |
Shader:getWarnings | Gets warning and error messages (if any). | 0.9.0 | |
Shader:hasUniform | Gets whether a uniform / extern variable exists in the Shader. | 11.0 | |
Shader:send | Sends one or more values to the shader. | 0.9.0 | |
Shader:sendColor | Sends one or more colors to the shader. | 0.10.0 |
Supertypes
See Also
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@todo: Re-add Concept:Current when done adding child pages.