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Shader program. More...
Public Member Functions | |
void | emit (float x, float y, Vector2 csRight, Vector2 csUp, Vector3 wsRight, Vector3 wsUp) |
Produce a vertex. More... | |
layout (points) in | |
layout (line_strip, max_vertices=5) out | |
layout (location=0) in vec3 wsCenterVertexOutput[] | |
layout (location=1) in vec3 shapeVertexOutput[] | |
layout (location=2) in int4 materialIndexVertexOutput[] | |
layout (location=3) in float angleVertexOutput[] | |
void | main () |
Public Attributes | |
uniform float | nearPlaneZ |
Shader program.
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inline |
Produce a vertex.
Note that x and y are compile-time constants, so most of this arithmetic compiles out.
glsl::ParticleSurface_wireframe_geo::layout | ( | points | ) |
glsl::ParticleSurface_wireframe_geo::layout | ( | line_strip | , |
max_vertices | = 5 |
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) |
glsl::ParticleSurface_wireframe_geo::layout | ( | location | = 0 | ) |
glsl::ParticleSurface_wireframe_geo::layout | ( | location | = 1 | ) |
glsl::ParticleSurface_wireframe_geo::layout | ( | location | = 2 | ) |
glsl::ParticleSurface_wireframe_geo::layout | ( | location | = 3 | ) |
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inline |
uniform float glsl::ParticleSurface_wireframe_geo::nearPlaneZ |