MeshLightmappedVertexShader class final
mesh_lightmapped.vert: the mesh stage reading its colour as a place in
the level's lightmap.
Everything mesh.vert does, then the colour handed on as the coordinate
and the tint held at white — which is exactly what the GLSL does, and
reusing the plain stage keeps the two from drifting on the arithmetic
they share.
- Inheritance
-
- Object
- CpuVertexShader
- CpuVertexShaderByIndex
- MeshLightmappedVertexShader
Constructors
- MeshLightmappedVertexShader()
-
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 plusvaryings.override -
runAt(
int vertexIndex, int instanceIndex, Float32List a, ShaderBindings bindings, Float32List out) → Vector4 -
The same as CpuVertexShader.run, plus the vertex's and the instance's
own indices.
override
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited