materialVertexShader method

  1. @override
Shader? materialVertexShader(
  1. String variant
)

The vertex shader this material supplies for a geometry's variant ('unskinned' / 'skinned' for the color pass, 'depth' for the position-only depth/shadow pass; see Geometry.materialVertexVariant), or null to use the engine's standard vertex shader for the geometry.

The base class supplies none, so drawing is unchanged. A .fmat with a vertex { } block (see PreprocessedMaterial) returns the matching generated variant, which the encoder pairs with this material's fragment shader.

Implementation

@override
gpu.Shader? materialVertexShader(String variant) => _vertexShaders?[variant];