A shader for bivectors.
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#include <BiVectorAsSpiral.hpp>
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| BivectorAsSpiral (VObject *that) |
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double | AdjustLineWidth (const double &DefaultValue, VRenderContext &V) const |
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bool | initializeAnemone (Anemone &RenderAnemone, VRenderContext &Context, AnemoneCreator<> &AC) const |
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RenderBasin::Program::Parameters | setProgramParameters (const RenderBasin::Program::Parameters &P, Anemone &RenderAnemone, const GridAnemone::AnemoneCreationContext &ARC, const RefPtr< GridAnemone::AnemoneExplorer > &AE) const |
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bool | isValidAnemone (const Anemone &RenderAnemone, VRenderContext &Context, AnemoneCreator<> &AC) const |
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| std::string | vertex_shader (VRenderContext &Context) const override |
| | Vertexshader GLGS code.
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| std::string | geometry_shader (VRenderContext &Context) const override |
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std::string | FragmentShaderPrefix (VRenderContext &Context) const override |
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| std::string | fragment_shader (VRenderContext &Context) const override |
| | Fragmentshader GLGS code that might stem from an text file.
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string | getShaderAttributeName () const |
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RefPtr< RenderBasin::Program > | CompileShader (VRenderContext &Context, const std::string &Name, const RenderBasin::Program::Setup &SetupFunction=nullptr, const RefPtr< RenderBasin::Program > &ExistingProgram=NullPtr(), const glsl &LocalVertexShaderPrefixCode="", const glsl &LocalGeometryShaderPrefixCode="", const glsl &LocalFragmentShaderPrefixCode="") const |
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void | enableViewportArray (bool EnableFragmentLayerViewport=true) |
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virtual glsl | GeometryShaderPrefix (VRenderContext &Context) const |
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std::pair< glsl, string > | getCode (VRenderContext &Context, const std::string &Name, const std::string &Ext, std::string(Programmable::*shader)(VRenderContext &Context) const, const string &PrefixCode) const |
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void | setGLSLVersion (const string &v_version, const string &g_version, const string &f_version) |
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void | setGLSLVersion (const string &version) |
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◆ fragment_shader()
| std::string Wizt::BivectorAsSpiral::fragment_shader |
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VRenderContext & |
Context | ) |
const |
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overridevirtual |
Fragmentshader GLGS code that might stem from an text file.
Implements Wizt::Programmable.
◆ geometry_shader()
| std::string Wizt::BivectorAsSpiral::geometry_shader |
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VRenderContext & |
Context | ) |
const |
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overridevirtual |
◆ vertex_shader()
| std::string Wizt::BivectorAsSpiral::vertex_shader |
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VRenderContext & |
Context | ) |
const |
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overridevirtual |