Class: Shader

pc.Shader

A shader is a program that is responsible for rendering graphical primitives on a device's graphics processor. The shader is generated from a shader definition. This shader definition specifies the code for processing vertices and fragments processed by the GPU. The language of the code is GLSL (or more specifically ESSL, the OpenGL ES Shading Language). The shader definition also describes how the PlayCanvas engine should map vertex buffer elements onto the attributes specified in the vertex shader code.

Constructor

new Shader(graphicsDevice, definition, precache)

Creates a new shader object.
Parameters:
Name Type Description
graphicsDevice pc.GraphicsDevice The graphics device used to manage this shader.
definition Object The shader definition from which to build the shader.
Properties
Name Type Description
attributes Object Object detailing the mapping of vertex shader attribute names to semantics (pc.SEMANTIC_*). This enables the engine to match vertex buffer data as inputs to the shader.
vshader String Vertex shader source (GLSL code).
fshader String Fragment shader source (GLSL code).
useTransformFeedback Boolean Specifies that this shader outputs post-VS data to a buffer
precache Object Triggers imediate link.
Source:
Example
// Create a shader that renders primitives with a solid red color
var shaderDefinition = {
    attributes: {
        aPosition: pc.SEMANTIC_POSITION
    },
    vshader: [
        "attribute vec3 aPosition;",
        "",
        "void main(void)",
        "{",
        "    gl_Position = vec4(aPosition, 1.0);",
        "}"
    ].join("\n"),
    fshader: [
        "precision " + graphicsDevice.precision + " float;",
        "",
        "void main(void)",
        "{",
        "    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);",
        "}"
    ].join("\n")
};

shader = new pc.Shader(graphicsDevice, shaderDefinition);

Methods

destroy()

Frees resources associated with this shader.
Source: