Safe Haskell | None |
---|---|
Language | Haskell2010 |
- type GBuffer = OutBuffer
- type DepthBuffer = OutBuffer OutDepthBuffer
- data BufferPair o
- type GBufferInfo = OutBufferInfo
- type DepthBufferInfo = OutBufferInfo OutDepthBuffer
- data GBufferSampler o
- data DepthBufferSampler
- sampleGBuffer :: GBufferSampler o -> GVec2 -> o
- sampleDepthBuffer :: DepthBufferSampler -> GVec2 -> GFloat
- floatGBufferInfo :: FragmentShaderOutput o => TextureParameters -> GBufferInfo o
- byteGBufferInfo :: FragmentShaderOutput o => TextureParameters -> GBufferInfo o
- depthBufferInfo :: TextureParameters -> DepthBufferInfo
- depthStencilBufferInfo :: TextureParameters -> DepthBufferInfo
- bufferPair :: GBuffer o -> DepthBuffer -> Maybe (BufferPair o)
- gBuffer :: BufferPair o -> GBuffer o
- depthBuffer :: BufferPair o -> DepthBuffer
- bufferSize :: OutBuffer o -> (Int, Int)
- toTextureSampler :: GBufferSampler GVec4 -> TextureSampler
- fromTextureSampler :: TextureSampler -> GBufferSampler GVec4
Documentation
type GBuffer = OutBuffer Source #
A container that can be used to store the output of some drawing operation.
type DepthBuffer = OutBuffer OutDepthBuffer Source #
A container for depth/stencil values.
data BufferPair o Source #
A GBuffer
and a DepthBuffer
of the same size.
type GBufferInfo = OutBufferInfo Source #
type DepthBufferInfo = OutBufferInfo OutDepthBuffer Source #
data GBufferSampler o Source #
A GPU object that can be used to retrieve data from a GBuffer
.
FragmentShaderOutput o => Uniform (GBufferSampler o) Source # | |
FragmentShaderOutput o => ShaderInput (GBufferSampler o) Source # | |
FragmentShaderOutput o => MultiShaderType (GBufferSampler o) Source # | |
type CPUUniform (GBufferSampler o) Source # | |
type ExprMST (GBufferSampler o) Source # | |
data DepthBufferSampler Source #
A GPU object that can be used to retrieve data from a DepthBuffer
.
sampleGBuffer :: GBufferSampler o -> GVec2 -> o Source #
Sample a value from a GBufferSampler
.
sampleDepthBuffer :: DepthBufferSampler -> GVec2 -> GFloat Source #
Sample a value from a DepthBufferSampler
.
floatGBufferInfo :: FragmentShaderOutput o => TextureParameters -> GBufferInfo o Source #
byteGBufferInfo :: FragmentShaderOutput o => TextureParameters -> GBufferInfo o Source #
bufferPair :: GBuffer o -> DepthBuffer -> Maybe (BufferPair o) Source #
gBuffer :: BufferPair o -> GBuffer o Source #
depthBuffer :: BufferPair o -> DepthBuffer Source #
bufferSize :: OutBuffer o -> (Int, Int) Source #