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
-
- Object
- CpuFragmentShader
- ParticleTexturedShader
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