The final goal of the fragment shader is to produce the color of the pixel to actually draw. Input data from the vertex shader is interpolated and then fed to the fragment shader. It takes its inputs from the vertex shader outputs but is applied to every pixel of the shape being rendered. The fragment shader is the most interesting. The Fragment Shader (also called pixel shader) The Vertex shaders typically uses the following attributes: Other input data is most of the time just passed along unmodified to the next stage. No real big deal here, most of the work of a vertex shader is transforming geometry coordinates from sprite local space to actual window coordinates. As its name implies, its purpose is to manipulate vertices for the geometry being rendered. The first processing stage that Gideros deals with is the Vertex shader. Gideros uses and lets user access two of them: A few stages are programmable, each requiring a particular type of program or shader. The rendering pipeline has several chained processing stages, which is why we call it a pipeline. Gideros users can access the shaders system themselves, opening a broad range of possibilities. That said, since Gideros will use your shader as if it was the standard one, you will have to make sure that your custom shader is compatible with the standard one, which essentially means that it takes the same input parameters. new ( … shader parameters … ) mySprite : setShader ( myShader ) As with most of Gideros API, this one is straightforward: create a Shader object and assign it to one or several sprites. The shader API allows replacing the default shader used by Gideros with a custom one, on a sprite per sprite basis. the Particle shader deals with Box2D particle systems.the TextureColor shader handle textured and per-vertex colored shapes.the Texture shader handle textured shapes (Bitmaps).the Color shader handle shapes with per-vertex colors (mostly used by Mesh sprite).the Basic shader handle shapes with a constant color.Gideros uses a shader system (a programmable pipeline), which uses five distinct shaders: Those little pieces of code you can upload to the GPU are called shaders. You can achieve beautiful graphic effects by modifying the per-pixel rendering process. ![]() You can relieve the CPU from performing some graphics-related computation by letting the GPU perform those computations and thus gain overall performance in your app.As you may know, most of graphics hardware now allow processing of user code directly on the GPU.
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