ParticleTexturedShader class final

particle_textured.frag: a sprite, premultiplied, fogged, and mipped.

The one stage in this file that asks for a mip level, and therefore the one place the derivative machinery is used. Varying four and five are the texture coordinate — ParticleVertexShader puts them there — and nothing but this stage could know that, which is why the derivative is passed in rather than read off the texture.

Inheritance

Constructors

ParticleTexturedShader({bool soft = false})
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
soft → bool
particle_textured_soft.frag: the same, faded by softParticleFade.
final

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