ShadowTileResetVertexShader class final

shadow_tile_reset.vert: the fullscreen triangle, but on the far plane.

z = 1, not zero. The casters are drawn into the same tile immediately afterwards, comparing less against a buffer this triangle has just covered, and a mid-depth value stamped across the tile makes every caster beyond it fail and vanish. In the engine's history that was a shadow that was present before the tile reset existed and missing after.

Inheritance

Constructors

ShadowTileResetVertexShader()
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