A material that maps the mesh's normal vectors to normalized RGB colors.
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#include <NormalColor.hpp>
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| Vector4 | vertexShader (const Uniforms &uniforms, const Attributes &attributes) override |
| | The vertex shader of this material, which will be run for every vertex of the mesh's geometry.
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| Color | fragmentShader (const Uniforms &uniforms, const Varyings &varyings, const std::vector< std::reference_wrapper< Light > > &lights) override |
| | The fragment shader of this material, which will be run for every fragment that the mesh covers on the screen to determine its color.
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| CullMode | cullMode |
| | The face to cull (not draw) in the render.
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| bool | depthTest = true |
| | Whether or not to perform the depth test.
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bool | depthWrite = true |
| | Whether or not to write the depth of the object to the depth texture.
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A material that maps the mesh's normal vectors to normalized RGB colors.
◆ fragmentShader()
| Color t::NormalColor::fragmentShader |
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const Uniforms & | uniforms, |
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const Varyings & | varyings, |
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const std::vector< std::reference_wrapper< Light > > & | lights ) |
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inlineoverridevirtual |
The fragment shader of this material, which will be run for every fragment that the mesh covers on the screen to determine its color.
- Parameters
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| uniforms | The uniforms. |
| varyings | The varyings. |
| lights | The list of lights in the scene. |
- Returns
- The color of the fragment this shader is invoked on.
- See also
- Fragment
Implements t::Material.
◆ vertexShader()
The vertex shader of this material, which will be run for every vertex of the mesh's geometry.
- Parameters
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| uniforms | The uniforms. |
| attributes | The attributes of the vertex. |
- Returns
- The transformed vertex's position in homogeneous coordinates, usually in normalized device coordinates (NDC).
Implements t::Material.
The documentation for this class was generated from the following file: