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Vp::ScreenOverlayShader

#include "Viewport/shader/ScreenOverlayShader.h"

Inherits from Vp::Shader

Public Functions

Name
ScreenOverlayShader(GLuint id)
virtual voidinit(bool initSuperclass) override
virtual voidsetUniforms() override<br>Set uniforms before rendering.

Public Attributes

Name
GLuintm_sourceTextureId

Protected Attributes

Name
GLintm_sourceSampler

Additional inherited members

Public Functions inherited from Vp::Shader

Name
Shader(GLuint id)
virtual~Shader() =default
voidbindTexture2D(GLuint textureUnit, GLuint textureID, GLint samplerLocation)
voidbindTexture2DMS(GLuint textureUnit, GLuint textureID, GLint samplerLocation)
boolhasUniform(GLint location)
virtual voidsetUniformsPerMeshPart(Core::Mesh::MeshPart & meshPart)<br>Set uniforms before rendering individual mesh parts.
boolsupportsWboit()
virtual voiduse() const

Public Attributes inherited from Vp::Shader

Name
GLuintm_id
boolm_wboit <br>Whether to use weighted blended transparency for output if supported.
intm_wboitFunc

Protected Attributes inherited from Vp::Shader

Name
GLintm_wboitFlagId <br>Uniform id of the wboit enable/disable flag.
GLintm_wboitFuncId

Public Functions Documentation

function ScreenOverlayShader

cpp
explicit ScreenOverlayShader(
    GLuint id
)
explicit ScreenOverlayShader(
    GLuint id
)

function init

cpp
virtual void init(
    bool initSuperclass
) override
virtual void init(
    bool initSuperclass
) override

Reimplements: Vp::Shader::init

function setUniforms

cpp
virtual void setUniforms() override
virtual void setUniforms() override

Set uniforms before rendering.

Reimplements: Vp::Shader::setUniforms

Public Attributes Documentation

variable m_sourceTextureId

cpp
GLuint m_sourceTextureId {0};
GLuint m_sourceTextureId {0};

Protected Attributes Documentation

variable m_sourceSampler

cpp
GLint m_sourceSampler;
GLint m_sourceSampler;

Updated on 2024-03-16 at 19:15:01 +0000