#include <GlslProg.h>
|
static void | getShaderAttribLayout (GLenum type, uint32_t *numDimsPerVertexPointer, uint32_t *numLocationsExpected) |
|
const std::string& cinder::gl::GlslProg::Attribute::getName |
( |
| ) |
const |
Returns a const reference of the name as defined in the Vertex Shader.
GLint cinder::gl::GlslProg::Attribute::getCount |
( |
| ) |
const |
Returns the number of attributes expected by the Vertex Shader. mCount will be 1 unless this attribute is an array.
GLint cinder::gl::GlslProg::Attribute::getLocation |
( |
| ) |
const |
Returns the Vertex Shader generated or user defined location of this attribute.
GLenum cinder::gl::GlslProg::Attribute::getType |
( |
| ) |
const |
Returns the GLenum representation of the type of this attribute (for example, GL_FLOAT_VEC3
)
geom::Attrib cinder::gl::GlslProg::Attribute::getSemantic |
( |
| ) |
const |
void cinder::gl::GlslProg::Attribute::getShaderAttribLayout |
( |
GLenum |
type, |
|
|
uint32_t * |
numDimsPerVertexPointer, |
|
|
uint32_t * |
numLocationsExpected |
|
) |
| |
|
static |
Used to derive the expected layout for cpu types within glsl.
The documentation for this struct was generated from the following files: