Difference between revisions of "Shader"

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== Other Languages ==
 
== Other Languages ==
 
{{i18n|Shader}}
 
{{i18n|Shader}}
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Collection of basic shaders and good starting point to learn: https://github.com/vrld/shine
  
 
@todo: Re-add [[Concept:Current]] when done adding child pages.
 
@todo: Re-add [[Concept:Current]] when done adding child pages.

Revision as of 03:16, 27 December 2015

Available since LÖVE 0.9.0
This type is not supported in earlier versions.

A Shader is used for advanced hardware-accelerated pixel or vertex manipulation. These effects are written in a language based on GLSL (OpenGL Shading Language) with a few things simplified for easier coding.

Potential uses for shaders include HDR/bloom, motion blur, grayscale/invert/sepia/any kind of color effect, reflection/refraction, distortions, bump mapping, and much more!

Constructors

love.graphics.newShader Creates a new Shader. Added since 0.9.0

Functions

Object:release Immediately destroys the object's Lua reference. Added since 11.0
Object:type Gets the type of the object as a string.
Object:typeOf Checks whether an object is of a certain type.
Shader:getExternVariable Gets information about an 'extern' ('uniform') variable in the Shader. Added since 0.9.2 Removed in 11.0
Shader:getWarnings Gets warning and error messages (if any). Added since 0.9.0
Shader:hasUniform Gets whether a uniform / extern variable exists in the Shader. Added since 11.0
Shader:send Sends one or more values to the shader. Added since 0.9.0
Shader:sendColor Sends one or more colors to the shader. Added since 0.10.0

Supertypes

See Also

Other Languages

Collection of basic shaders and good starting point to learn: https://github.com/vrld/shine

@todo: Re-add Concept:Current when done adding child pages.