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| enum | EShaderType : uint { Vertex = 0x01,
Fragment = 0x02
} |
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| using | ShaderTypeFlags = uint |
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| static bool | isIDProperty (rtti::Instance &object, const rtti::Property &property) |
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| std::string | mID |
| | Property: 'mID' unique name of the object. Used as an identifier by the system. More...
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| bool | load (const std::string &displayName, const std::vector< std::string > &searchPaths, const char *vertShader, int vertSize, const char *fragShader, int fragSize, utility::ErrorState &errorState) |
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| bool | loadDefault (const std::string &displayName, utility::ErrorState &errorState) |
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| bool | initLayout (VkDevice device, nap::utility::ErrorState &errorState) |
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| bool | verifyShaderVariableDeclarations (utility::ErrorState &errorState) |
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| RenderService * | mRenderService = nullptr |
| | Handle to render engine. More...
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| std::string | mDisplayName |
| | Filename of shader used as display name. More...
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| BufferObjectDeclarationList | mUBODeclarations |
| | All uniform buffer object declarations. More...
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| BufferObjectDeclarationList | mSSBODeclarations |
| | All storage buffer object declarations. More...
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| SamplerDeclarations | mSamplerDeclarations |
| | All sampler declarations. More...
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| ShaderConstantDeclarations | mConstantDeclarations |
| | All shader constant declarations. More...
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| VkDescriptorSetLayout | mDescriptorSetLayout = VK_NULL_HANDLE |
| | Descriptor set layout. More...
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template<EBlurSamples KERNEL>
class nap::BlurShader< KERNEL >
Gaussian blur shader that samples a Texture2D in a specified direction. For a full gaussian blur, call this shader twice, setting up a material that samples horizontally (direction = {1.0, 0.0}) and vertically (direction = {0.0, 1.0}).
The gaussianblur shader exposes the following shader variables:
uniform UBO
{
vec2 textureSize; // The size of 'colorTexture', used to pre-calculate sampling coordinates in vertex shader
vec2 direction; // The sampling direction
} ubo;
uniform sampler2D colorTexture; // The input color texture to sample from