MeshLightmappedVertexShader class final

mesh_lightmapped.vert: the mesh stage reading its colour as a place in the level's lightmap.

Everything mesh.vert does, then the colour handed on as the coordinate and the tint held at white — which is exactly what the GLSL does, and reusing the plain stage keeps the two from drifting on the arithmetic they share.

Inheritance

Constructors

MeshLightmappedVertexShader()
Keeps no state, so one const instance serves every draw; builtinCpuShaders files it under MeshLightmappedVertex.
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
runAt(int vertexIndex, int instanceIndex, Float32List a, ShaderBindings bindings, Float32List out) → Vector4
The same as CpuVertexShader.run, plus the vertex's and the instance's own indices.
override
toString() → String
A string representation of this object.
inherited

Operators

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