![]() ![]() unit 0, because no MultiTexture is used). In order to define textures (uniform variables of any sampler type), an exposedField of type SFInt32 referring to the appropriate texture unit has to be defined (in case of the following example this is the first one, i.e. ![]() This has to be done in the ComposedShader node. Uniform parameters can be set via the dynamic field mechanism: For each uniform variable needed, a field or an exposedField with the same name and data type should be defined. The program stages for the other two types are visualized in the following image (texture access for vertex shaders needs at least Shader Model 3.0 hardware). The latter is only supported on Shader Model 4.0/ Direct3D 10.0 hardware or later (e.g. There are three types of ShaderPart nodes: vertex, fragment and geometry. The shader code can be either embedded within the X3D file or in another file containing only the shader program. GLSL- Shaders are written within a ShaderPart. ![]() First an example of a simple Shape with a basic shader Appearance, which contains an ImageTexture, a ComposedShader and two ShaderPart nodes, is shown. ![]()
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