PreprocessedMaterial constructor

PreprocessedMaterial({
  1. required Shader fragmentShader,
  2. required Map<String, Object?> metadata,
  3. Map<String, Shader>? vertexShaders,
  4. Shader? radianceCubeFragmentShader,
})

Implementation

PreprocessedMaterial({
  required gpu.Shader fragmentShader,
  required Map<String, Object?> metadata,
  Map<String, gpu.Shader>? vertexShaders,
  gpu.Shader? radianceCubeFragmentShader,
}) : _cubeFragmentShader = radianceCubeFragmentShader,
     _shadingModel = _parseShadingModel(metadata['shading_model']),
     _blending = _parseBlending(metadata['blending']),
     _culling = _parseCulling(metadata['culling']),
     _depthWrite = metadata['depth_write'] == true,
     _sceneInputs = _parseSceneInputs(metadata['engine_inputs']),
     _vertexShaders = vertexShaders,
     parameters = MaterialParameters.fromMetadata(fragmentShader, metadata) {
  setFragmentShader(fragmentShader);
}