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

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 plus varyings.
override
toString() → String
A string representation of this object.
inherited

Operators

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