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4.11.1 Shaders

A shader is a piece of code that is typically run on the 3D card. It is this code that is responsible for actually rendering the surface attributes using the material data. A material and a shader work closely together.

Shader Variables

Shaders need to use shader variables to be able to access the resources they need to do what they have to do. This includes things like the texture, the ambient color, the light transformation, and so on. Here is a list of all currently supported shader variables and their source in Crystal Space. In addition to the variables listed here it is often possible to add user variables that you can then use in your own shaders.

Shader variables from OpenGL renderer:

Shader variables from null3d renderer:

Shader variables from software renderer:

Shader variables from shader manager:

Shader variables from materials:

Shader variables from lightiterator renderstep:

Shader variables from brute terrain mesh:

Shader variables from thing mesh:

Shader variables from particles mesh:

Shader variables for procedural textures:

Shader variables from portals:

Shader variables from fat renderloop:

Shader variables from generic renderloop:


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