NAP
Functions | Variables
nap::vertexid::shader Namespace Reference

Functions

const NAPAPI std::string getUVInputName (int channel)
 
const NAPAPI std::string getColorInputName (int channel)
 

Variables

constexpr const char * position = "in_Position"
 Default shader position vertex input name. More...
 
constexpr const char * normal = "in_Normals"
 Default shader normal vertex input name. More...
 
constexpr const char * tangent = "in_Tangent"
 Default shader tangent vertex input name. More...
 
constexpr const char * bitangent = "in_Bitangent"
 Default shader bi-tangent vertex input name. More...
 
constexpr const char * color = "in_Color0"
 Default shader color vertex input name, 1 channel. More...
 
constexpr const char * uv = "in_UV0"
 Default shader uv vertex input name, 1 channel. More...
 

Detailed Description

Default shader vertex input names. TODO: Give vertex attribute and shader input the same names, removing the need declare separate shader input names -> update demos

Function Documentation

◆ getColorInputName()

const NAPAPI std::string nap::vertexid::shader::getColorInputName ( int  channel)
Parameters
channelindex to generate name for
Returns
Default shader color vertex input name: 'in_Color#'

◆ getUVInputName()

const NAPAPI std::string nap::vertexid::shader::getUVInputName ( int  channel)
Parameters
channelindex to generate name for
Returns
Default shader uv vertex input name: 'in_UV#'

Variable Documentation

◆ bitangent

constexpr const char* bitangent = "in_Bitangent"
constexpr

Default shader bi-tangent vertex input name.

◆ color

constexpr const char* color = "in_Color0"
constexpr

Default shader color vertex input name, 1 channel.

◆ normal

constexpr const char* normal = "in_Normals"
constexpr

Default shader normal vertex input name.

◆ position

constexpr const char* position = "in_Position"
constexpr

Default shader position vertex input name.

◆ tangent

constexpr const char* tangent = "in_Tangent"
constexpr

Default shader tangent vertex input name.

◆ uv

constexpr const char* uv = "in_UV0"
constexpr

Default shader uv vertex input name, 1 channel.