vrml.vrml97.shaders

Node definitions for a non-standard Programable Shaders extension

Classes

class FloatUniform( Node ):
Uniform (variable) binding for a shader
The FloatUniform is the base class for FloatUniforms, that is, there are FloatUniform1f, FloatUniform2f, FloatUniformm3x2, etceteras Node-types, but not a FloatUniform node-type.
name
exposedField SFString name
value
exposedField SFArray32 value []
class GLSLImport( Node ):
GLSL-base shader source-code import
source
exposedField MFString source []
url
exposedField MFString url []
class GLSLObject( Node ):
GLSL-based shader object (compiled set of shaders)
role
exposedField SFString role VISIBLE
shaders
exposedField MFNode shaders []
textures
exposedField MFNode textures []
uniforms
exposedField MFNode uniforms []
class GLSLShader( Node ):
GLSL-based shader node
imports
exposedField MFNode imports []
source
exposedField MFString source []
type
exposedField SFString type VERTEX
url
exposedField MFString url []
class IntUniform( Node ):
Uniform (variable) binding for a shader (integer form)
name
exposedField SFString name
value
exposedField MFInt32 value []
class Shader( Node ):
Shader is a programmable substitute for an Appearance node
implementation
exposedField SFNode SFNode NULL
material
exposedField SFNode SFNode NULL
objects
exposedField MFNode objects []
Attribute (variable) binding for a shader
buffer
exposedField SFNode SFNode NULL
bufferKey
exposedField SFString bufferKey
dataType
exposedField SFString dataType FLOAT
isCoord
exposedField SFBool isCoord False
name
exposedField SFString name
offset
exposedField SFUInt32 offset 0
size
exposedField SFUInt32 size 3
stride
exposedField SFUInt32 stride 0
class ShaderBuffer( Node ):
Buffer of data into which pointers can be generated
buffer
exposedField SFArray32 buffer []
type
exposedField SFString type ARRAY
usage
exposedField SFString usage DYNAMIC_DRAW
Generic geometry definition for a shader-based renderer
attributes
define the attribute pointers which feed the shader, the individual attributes may share a buffer or define one per attribute
indices
if present, node defining index array to be used to index into buffers, will be uploaded to an element buffer
uniforms
Uniform nodes which are bound/updated on the shader before rendering this geometry, binds to the shader's location == to the uniform's name.
slices
slices of the array to render, if not specified then we'll render the whole data-set
appearance
exposedField SFNode SFNode []
attributes
exposedField MFNode attributes []
indices
exposedField MFInt32 indices []
slices
exposedField MFNode slices []
uniforms
exposedField MFNode uniforms []
Buffer of data from which indices are generated
buffer
exposedField MFUInt32 buffer []
type
exposedField SFString type ELEMENT
usage
exposedField SFString usage DYNAMIC_DRAW
class ShaderSlice( Node ):
Segment of a shader geometry element to render
count
exposedField SFUInt32 count -1
offset
exposedField SFUInt32 offset -1
uniforms
exposedField MFNode uniforms []
Uniform which specifies a texture across vbo data
format
exposedField SFString format RGBA32F
name
exposedField SFString name
value
exposedField SFNode SFNode NULL
Uniform which specifies a texture sampler
name
exposedField SFString name
value
exposedField SFNode SFNode NULL