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| PrecalculatedVertexShader (bool use_4c_texcoords=false) |
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void | Activate () |
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void | PrepareDraw () |
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void | SetShaderOverride (const uint32_t *shader, uint32_t shader_size) |
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void | SetUniform4x4F (uint32_t slot, const XboxMath::matrix4_t &value) |
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void | SetUniform4F (uint32_t slot, const float *value) |
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void | SetUniform4I (uint32_t slot, const uint32_t *value) |
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void | SetUniformF (uint32_t slot, float x, float y=0.0f, float z=0.0f, float w=0.0f) |
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void | SetUniformI (uint32_t slot, uint32_t x, uint32_t y=0, uint32_t z=0, uint32_t w=0) |
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void | OnLoadShader () override |
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virtual void | OnActivate () |
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virtual void | OnLoadConstants () |
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void | LoadShaderProgram (const uint32_t *shader, uint32_t shader_size) const |
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void | SetTransformConstantBlock (std::map< uint32_t, TransformConstant > &constants_map, uint32_t slot, const uint32_t *values, uint32_t num_slots) |
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void | SetBaseUniform4x4F (uint32_t slot, const XboxMath::matrix4_t &value) |
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void | SetBaseUniform4F (uint32_t slot, const float *value) |
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void | SetBaseUniform4I (uint32_t slot, const uint32_t *value) |
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void | SetBaseUniformF (uint32_t slot, float x, float y=0.0f, float z=0.0f, float w=0.0f) |
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void | SetBaseUniformI (uint32_t slot, uint32_t x, uint32_t y=0, uint32_t z=0, uint32_t w=0) |
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void | UploadConstants () |
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A vertex shader that passes through position, diffuse, and texture coordinates without any modification.