You don't need this module, unless you want to write your own vertex or fragment shader and a shader from here already provides one half.
Or if you're using WebGL directly.
vertColoredShape : WebGL.Shader Game.TwoD.Shapes.Vertex { a | transform : Math.Matrix4.Mat4, cameraProj : Math.Matrix4.Mat4 } { vcoord : Math.Vector2.Vec2 }
The most basic shader, renders a basic shape. Since it doesn't even pass along the texture coordinates, it's only use is to create a colored shape.
vertTexturedRect : WebGL.Shader Game.TwoD.Shapes.Vertex { u | transform : Math.Matrix4.Mat4, cameraProj : Math.Matrix4.Mat4 } { vcoord : Math.Vector2.Vec2 }
A simple shader that passes the texture coordinates along for the fragment shader. Can be generally used if the fragment shader needs to display texture(s).
vertParallaxScroll : WebGL.Shader Game.TwoD.Shapes.Vertex { u | cameraPos : Math.Vector2.Vec2, cameraSize : Math.Vector2.Vec2, scrollSpeed : Math.Vector2.Vec2, z : Basics.Float, offset : Math.Vector2.Vec2 } { vcoord : Math.Vector2.Vec2 }
A shader that scrolls it's texture when the camera moves, but at not at the same speed. Good for background images.
fragTextured : WebGL.Shader {} { u | texture : WebGL.Texture.Texture, tileWH : Math.Vector2.Vec2 } { vcoord : Math.Vector2.Vec2 }
Display a tiled texture. TileWH specifies how many times the texture should be tiled.
fragAnimTextured : WebGL.Shader {} { u | texture : WebGL.Texture.Texture, bottomLeft : Math.Vector2.Vec2, topRight : Math.Vector2.Vec2, numberOfFrames : Basics.Int, duration : Basics.Float, time : Basics.Float } { vcoord : Math.Vector2.Vec2 }
A shader to render spritesheet animations. It assumes that the animation frames are in one horizontal line
fragManualAnimTextured : WebGL.Shader {} { u | texture : WebGL.Texture.Texture, bottomLeft : Math.Vector2.Vec2, topRight : Math.Vector2.Vec2, numberOfFrames : Basics.Int, currentFrame : Basics.Int } { vcoord : Math.Vector2.Vec2 }
Same as the shader above, but controlled via frame number instead of time
fragUniColor : WebGL.Shader {} { u | color : Math.Vector3.Vec3 } { vcoord : Math.Vector2.Vec2 }
A very simple shader, coloring the whole area in a single color
fragUniColorCircle : WebGL.Shader {} { u | color : Math.Vector3.Vec3 } { vcoord : Math.Vector2.Vec2 }
A fragment Shader for rendering a single colored circle
colorToRGBAVector : Color -> Math.Vector4.Vec4
colorToRGBVector : Color -> Math.Vector3.Vec3
makeTransform : Game.Helpers.Float3 -> Basics.Float -> Game.Helpers.Float2 -> Game.Helpers.Float2 -> Math.Matrix4.Mat4
Creates a transformation matrix usually used in the fragment shader.
makeTransform ( x, y, z ) rotation ( w, h ) ( px, py )