ParticleMeshVertexShader class final
particle_mesh.vert: one mesh, placed and tinted per instance.
The attribute order here is the layout's, not a shader's. Every other
stage in this file reads one interleaved vertex whose order is its own in
declarations; this one is fed by _LayoutFetch, which assembles slot 0's
attributes and then slot 1's. So position and normal come first because they
are the mesh's buffer, and the placement follows because it is the instance
buffer — see MeshParticleContributor.layout, which is the one place that
order is decided.
- Inheritance
-
- Object
- CpuVertexShader
- ParticleMeshVertexShader
Constructors
- ParticleMeshVertexShader()
-
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 -
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited