Difference between revisions of "love.graphics.setShader"

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Sets or resets a [[Shader]] as the current pixel effect or vertex shaders. All drawing operations until the next ''love.graphics.setShader'' will be drawn using the [[Shader]] object specified.
 
Sets or resets a [[Shader]] as the current pixel effect or vertex shaders. All drawing operations until the next ''love.graphics.setShader'' will be drawn using the [[Shader]] object specified.

Revision as of 04:35, 15 August 2013

Available since LÖVE 0.9.0
It has been renamed from love.graphics.setPixelEffect.


Sets or resets a Shader as the current pixel effect or vertex shaders. All drawing operations until the next love.graphics.setShader will be drawn using the Shader object specified.

Function

Synopsis

love.graphics.setShader( shader )

Arguments

Shader shader
The new shader.

Returns

Nothing.

Notes

Sets the current shader to a specified Shader. All drawing operations until the next love.graphics.setShader will be drawn using the Shader object specified.

Function

Synopsis

love.graphics.setShader( )

Arguments

None.

Returns

Nothing.

Notes

Disables shaders, allowing unfiltered drawing operations.

Examples

Drawing a rectangle using a pixel effect shader

function love.load()
    effect = love.graphics.newShader [[
        extern number time;
        vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
        {
            return vec4((1.0+sin(time))/2.0, abs(cos(time)), abs(sin(time)), 1.0);
        }
    ]]
end

function love.draw()
    -- boring white
    love.graphics.setShader()
    love.graphics.rectangle('fill', 10,10,790,285)

    -- LOOK AT THE PRETTY COLORS!
    love.graphics.setShader(effect)
    love.graphics.rectangle('fill', 10,305,790,285)
end

local t = 0
function love.update(dt)
    t = t + dt
    effect:send("time", t)
end

See Also


Other Languages