gs.EffectInfo Class
An effect-info encapsulates all necessary information to register and compile a custom GLSL shader effect. To actually use a custom effect, it is necessary create a custom effect class as well and derive from gs.GraphicEffect class.
Constructor
gs.EffectInfo
-
[data=null]
Parameters:
-
[data=null]
Object optional- An optional data-bundle to create the effect-info from. Can be null.
Properties
defines
String
An array of GLSL preprocessor definitions. Each entry represents a single preprocessor definition. The preprocessor definition must be in correct syntax. For Example:
#define PI 3.14159
functionCalls
String
An array of GLSL function calls. Each entry represents a single function call. The function call must be in correct syntax including the trailing semicolon. For Example:
my_powerful_effect();
The function calls are paste into the main-function of the fragment-shader.
functions
String
An array of GLSL function definitions. Each entry represents a single function definition. The function definition must be in correct syntax. For Example:
void texture_color()
{
gl_FragColor = texture2D(Texture0, textureCoord);
}
The function definitions are pasted after all define, uniform and varying declarations.
id
Number
The internal ID number.
name
String
The effect name. That name must match the name defined in the effect class.
uniforms
String
An array of GLSL uniform declarations. Each entry represents a single uniform declaration. The uniform declaration must be in correct syntax including the trailing semicolon. For Example:
uniform float MyValue;
varying
String
An array of GLSL varying declarations. Each entry represents a single varying declaration. The varying declaration must be in correct syntax including the trailing semicolon. For Example:
varying vec2 textureCoord;