FullscreenVertexShader class final

fullscreen.vert.

The uv is an attribute, not something derived from the position. Deriving it — which the first version did — puts the composite's sampling a flip away from the engine's on any backend whose framebuffer disagrees, and there is no way to see that in a fixture whose picture is roughly symmetric.

Inheritance

Constructors

FullscreenVertexShader()
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
varyingCount → int
How many floats of varying this stage writes, so the rasteriser knows how much to interpolate.
no setteroverride

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
run(Float32List a, ShaderBindings bindings, Float32List out) → Vector4
Reads attributes — the vertex, as the engine laid it out — and writes a clip-space position plus varyings.
override
toString() → String
A string representation of this object.
inherited

Operators

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