DepthPredrawShader class final

depth_predraw.frag: a surface's depth where it covers the pixel, and no colour — A1.2, A1.3.

The cut the lit stage's opaque variant leaves out, made here instead and to the texel the same: the base colour map read with the same footprint and level bias, its alpha times the material's and the vertex colour's, against the cutoff or the world-anchored hash; then a cross-fading level's share of the pixels from the same pattern the GLSL takes, interleaved gradient noise at the pixel. Null is the discard; anything else is drawn under a blend that keeps what is there.

Inheritance

Constructors

DepthPredrawShader()
const

Properties

hashCode → int
The hash code for this object.
no setterinherited
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
run(Float32List v, ShaderBindings bindings, FragmentContext c) → Vector4?
Returns linear RGBA for attachment zero. Null discards the fragment.
override
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited