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
-
- Object
- CpuVertexShader
- ShadowTileResetVertexShader
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 plusvaryings.override -
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited