#include "irrlichttypes_bloated.h"
#include <IMaterialRendererServices.h>
#include <string>
#include "nodedef.h"
Go to the source code of this file.
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template<typename T , std::size_t count, bool cache = true> |
using | CachedStructVertexShaderSetting = CachedStructShaderSetting<T, count, cache, false> |
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template<typename T , std::size_t count, bool cache = true> |
using | CachedStructPixelShaderSetting = CachedStructShaderSetting<T, count, cache, true> |
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◆ SPECIALIZE
#define SPECIALIZE |
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| _type, |
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| _count_expr ) |
Value: template<typename T2 = T> \
std::enable_if_t<std::is_same_v<T, T2> && std::is_same_v<T2, _type> && (_count_expr)>
◆ CachedStructPixelShaderSetting
template<typename T , std::size_t count, bool cache = true>
◆ CachedStructVertexShaderSetting
template<typename T , std::size_t count, bool cache = true>
◆ createShaderSource()
◆ dumpShaderProgram()
void dumpShaderProgram |
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std::ostream & | output_stream, |
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const std::string & | program_type, |
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std::string_view | program ) |
◆ getShaderPath()
std::string getShaderPath |
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const std::string & | name_of_shader, |
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const std::string & | filename ) |