ObjectIdShader class final

object_id.frag: the id the renderer handed this draw, as three bytes.

One attachment: the picking target has no surface buffer beside it, so nothing is written to the context's second output, the way the shadow stages leave it.

A masked material's hole is a hole here too: the alpha is the one readSurface computes — texel, tint, vertex colour — held against the cutoff in IdInfo.mask.x, and a fragment under it is discarded before the id is written, so a click through the hole answers with what is behind it.

Inheritance

Constructors

ObjectIdShader()
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 b, 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