A vertex shader that passes through all inputs without modifications. It performs no lighting. More...
#include <passthrough_vertex_shader.h>
Protected Member Functions | |
void | OnLoadShader () override |
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virtual void | OnActivate () |
virtual void | OnLoadConstants () |
void | LoadShaderProgram (const uint32_t *shader, uint32_t shader_size) const |
void | SetTransformConstantBlock (std::map< uint32_t, TransformConstant > &constants_map, uint32_t slot, const uint32_t *values, uint32_t num_slots) |
void | SetBaseUniform4x4F (uint32_t slot, const XboxMath::matrix4_t &value) |
void | SetBaseUniform4F (uint32_t slot, const float *value) |
void | SetBaseUniform4I (uint32_t slot, const uint32_t *value) |
void | SetBaseUniformF (uint32_t slot, float x, float y=0.0f, float z=0.0f, float w=0.0f) |
void | SetBaseUniformI (uint32_t slot, uint32_t x, uint32_t y=0, uint32_t z=0, uint32_t w=0) |
void | UploadConstants () |
Additional Inherited Members | |
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void | Activate () |
void | PrepareDraw () |
void | SetShaderOverride (const uint32_t *shader, uint32_t shader_size) |
void | SetUniform4x4F (uint32_t slot, const XboxMath::matrix4_t &value) |
void | SetUniform4F (uint32_t slot, const float *value) |
void | SetUniform4I (uint32_t slot, const uint32_t *value) |
void | SetUniformF (uint32_t slot, float x, float y=0.0f, float z=0.0f, float w=0.0f) |
void | SetUniformI (uint32_t slot, uint32_t x, uint32_t y=0, uint32_t z=0, uint32_t w=0) |
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static constexpr auto | kShaderUserConstantOffset = 96 |
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const uint32_t * | shader_override_ {nullptr} |
uint32_t | shader_override_size_ {0} |
std::map< uint32_t, TransformConstant > | base_transform_constants_ |
Map of index to constants that will be loaded starting at c[96]. | |
std::map< uint32_t, TransformConstant > | uniforms_ |
bool | uniform_upload_required_ {true} |
A vertex shader that passes through all inputs without modifications. It performs no lighting.
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overrideprotectedvirtual |
Reimplemented from VertexShaderProgram.