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
-
- Object
- CpuFragmentShader
- DepthPredrawShader
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