diff options
author | David Thompson <dthompson2@worcester.edu> | 2021-04-13 11:30:50 -0400 |
---|---|---|
committer | David Thompson <dthompson2@worcester.edu> | 2021-04-13 11:30:50 -0400 |
commit | ce9d6e8ad28b2d84d1a292a871c23b66a4654b54 (patch) | |
tree | ade44e7bb7b891c9ae0ceba18633ef4b2a911a7c /manuals/chickadee/Shaders.html | |
parent | 2a30eb2a2d5472be3df1254d5d4d04310314e628 (diff) |
Add new guile-sdl2 and chickadee releases.
Diffstat (limited to 'manuals/chickadee/Shaders.html')
-rw-r--r-- | manuals/chickadee/Shaders.html | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/manuals/chickadee/Shaders.html b/manuals/chickadee/Shaders.html index 8d4fcec..aed0f49 100644 --- a/manuals/chickadee/Shaders.html +++ b/manuals/chickadee/Shaders.html @@ -85,7 +85,7 @@ ul.no-bullet {list-style: none} Previous: <a href="Buffers.html" accesskey="p" rel="prev">Buffers</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p> </div> <hr> -<span id="Shaders-1"></span><h4 class="subsection">2.3.14 Shaders</h4> +<span id="Shaders-1"></span><h4 class="subsection">2.3.15 Shaders</h4> <p>Shaders are programs that the GPU can evaluate that allow the programmer to completely customized the final output of a GPU draw @@ -142,10 +142,10 @@ arguments), and some “uniforms” (keyword arguments). <div class="example"> <pre class="example">(define my-shader (load-shader "vert.glsl" "frag.glsl")) (define vertices (make-vertex-array …)) -(gpu-apply my-shader vertices #:color red) +(shader-apply my-shader vertices #:color red) </pre></div> -<p>See <a href="Rendering-Engine.html">Rendering Engine</a> for more details about the <code>gpu-apply</code> +<p>See <a href="Rendering-Engine.html">Rendering Engine</a> for more details about the <code>shader-apply</code> procedure. </p> <p>Shaders are incredibly powerful tools, and there’s more information @@ -201,7 +201,7 @@ compile them into a GPU shader program. <dt id="index-shader_002duniform_002dset_0021">Procedure: <strong>shader-uniform-set!</strong> <em>shader uniform value</em></dt> </dl> -<span id="Attributes"></span><h4 class="subsubsection">2.3.14.1 Attributes</h4> +<span id="Attributes"></span><h4 class="subsubsection">2.3.15.1 Attributes</h4> <dl> <dt id="index-attribute_003f">Procedure: <strong>attribute?</strong> <em>obj</em></dt> @@ -223,7 +223,7 @@ compile them into a GPU shader program. <dd><p>Return the data type of <var>attribute</var>. </p></dd></dl> -<span id="Uniforms"></span><h4 class="subsubsection">2.3.14.2 Uniforms</h4> +<span id="Uniforms"></span><h4 class="subsubsection">2.3.15.2 Uniforms</h4> <dl> <dt id="index-uniform_003f">Procedure: <strong>uniform?</strong> <em>obj</em></dt> @@ -245,7 +245,7 @@ compile them into a GPU shader program. <dd><p>Return the current value of <var>uniform</var>. </p></dd></dl> -<span id="User_002dDefined-Shader-Types"></span><h4 class="subsubsection">2.3.14.3 User-Defined Shader Types</h4> +<span id="User_002dDefined-Shader-Types"></span><h4 class="subsubsection">2.3.15.3 User-Defined Shader Types</h4> <p>The shader examples in this manual thus far have only shown uniforms defined using primitive types. However, GLSL shaders support |