Difference between revisions of "Shader:send"
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{{param|string|name|Name of the vector to send to the shader.}} | {{param|string|name|Name of the vector to send to the shader.}} | ||
{{param|table|vector|Numbers to send to the uniform variable as a vector. The number of elements in the table determines the type of the vector (e.g. two numbers -> vec2). At least two and at most four numbers can be used.}} | {{param|table|vector|Numbers to send to the uniform variable as a vector. The number of elements in the table determines the type of the vector (e.g. two numbers -> vec2). At least two and at most four numbers can be used.}} | ||
− | {{param|table|...|Additional vectors to send if the uniform variable is an array. All vectors need to be of the same size (e.g. only vec3's)}} | + | {{param|table|...|Additional vectors to send if the uniform variable is an array. All vectors need to be of the same size (e.g. only vec3's).}} |
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=== Returns === | === Returns === | ||
Nothing. | Nothing. |
Revision as of 10:55, 1 November 2016
Available since LÖVE 0.9.0 |
It has been renamed from PixelEffect:send. |
Sends one or more values to a special (uniform) variable inside the shader. Uniform variables have to be marked using the uniform or extern keyword, e.g.
uniform float time; // "float" is the typical number type used in GLSL shaders.
uniform float vars[2];
uniform vec2 light_pos;
uniform vec4 colors[4];
The corresponding send calls would be
shader:send("time", t)
shader:send("vars",a,b)
shader:send("light_pos", {light_x, light_y})
shader:send("colors", {r1, g1, b1, a1}, {r2, g2, b2, a2}, {r3, g3, b3, a3}, {r4, g4, b4, a4})
Uniform / extern variables are read-only in the shader code and remain constant until modified by a Shader:send call. Uniform variables can be accessed in both the Vertex and Pixel components of a shader, as long as the variable is declared in each.
Contents
Function
Synopsis
Shader:send( name, number, ... )
Arguments
string name
- Name of the number to send to the shader.
number number
- Number to send to store in the uniform variable.
number ...
- Additional numbers to send if the uniform variable is an array.
Returns
Nothing.
Notes
Because all numbers in Lua are floating point, in versions prior to 0.10.2 you must use the function Shader:sendInt to send values to uniform int
variables in the shader's code.
Function
Synopsis
Shader:send( name, vector, ... )
Arguments
string name
- Name of the vector to send to the shader.
table vector
- Numbers to send to the uniform variable as a vector. The number of elements in the table determines the type of the vector (e.g. two numbers -> vec2). At least two and at most four numbers can be used.
table ...
- Additional vectors to send if the uniform variable is an array. All vectors need to be of the same size (e.g. only vec3's).
Returns
Nothing.
Function
Synopsis
Shader:send( name, matrix, ... )
Arguments
string name
- Name of the matrix to send to the shader.
table matrix
- 2x2, 3x3, or 4x4 matrix to send to the uniform variable. Using table form:
{{a,b,c,d}, {e,f,g,h}, ... }
table ...
- Additional matrices of the same type as matrix to store in a uniform array.
Returns
Nothing.
Function
Synopsis
Shader:send( name, texture )
Arguments
string name
- Name of the Texture to send to the shader.
Texture texture
- Texture (Image or Canvas) to send to the uniform variable.
Returns
Nothing.
Function
Synopsis
Shader:send( name, boolean, ... )
Arguments
string name
- Name of the boolean to send to the shader.
boolean boolean
- Boolean to send to store in the uniform variable.
boolean ...
- Additional booleans to send if the uniform variable is an array.
Returns
Nothing.
See Also
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