OGLVertexColorOverlayShader.kl¶
Types¶
OGLVertexColorOverlayShader (object)¶
バージョン 1.12.0 で追加.
The OGLVertexColorOverlayShader is used for rendering surface attributes as a semitransparent colored overlay on top of existing geometry. It offsets the overlay geometry in the -Z space to ensure no z-fighting occurs between the underlying geometry and the overlay.
This shader is often used to display multi-channel maps over the top of geometry in the viewport.
Uniforms¶
Name | Type | Description | Default |
---|---|---|---|
u_light0Position | Vec3 | Position of the first light | Position of the camera |
u_light0Color | Color | Color of the first light | Color(1.0, 1.0, 1.0) |
u_specularFactor | Color | Specular distribution factor | 16.0 |
u_normalIsTangent | Integer | Flag defining normal type | 0 |
u_doubleSided | Integer | Flag defining backface shading model | 0 |
Attributes¶
Name | Type | Description |
---|---|---|
positions | Vec3 | Geometry positions |
normals | Vec3 | Geometry normals |
vertexColors | Color | Color per vertex |
/*
** Example: OGLVertexColorOverlayShader
*/
require InlineDrawing;
operator entry() {
InlineDrawing draw = OGLInlineDrawing();
InlineShader shader = draw.registerShader(OGLVertexColorOverlayShader);
InlineMaterial mat = shader.getOrCreateMaterial('vertexColors');
}
/*
** Output:
*/
Methods¶
OGLVertexColorOverlayShader ( in OGLVertexColorOverlayShader other ) | |
OGLVertexColorOverlayShader ( in String name ) | |
OGLVertexColorOverlayShader ( in String name, in String vertexColorsAttrName ) | |
OGLVertexColorOverlayShader () | |
OGLVertexColorOverlayShader | clone ? () |