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authorDavid Thompson <dthompson2@worcester.edu>2021-04-13 11:30:50 -0400
committerDavid Thompson <dthompson2@worcester.edu>2021-04-13 11:30:50 -0400
commitce9d6e8ad28b2d84d1a292a871c23b66a4654b54 (patch)
treeade44e7bb7b891c9ae0ceba18633ef4b2a911a7c /manuals/chickadee/Shaders.html
parent2a30eb2a2d5472be3df1254d5d4d04310314e628 (diff)
Add new guile-sdl2 and chickadee releases.
Diffstat (limited to 'manuals/chickadee/Shaders.html')
-rw-r--r--manuals/chickadee/Shaders.html12
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> &nbsp; [<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 &ldquo;uniforms&rdquo; (keyword arguments).
<div class="example">
<pre class="example">(define my-shader (load-shader &quot;vert.glsl&quot; &quot;frag.glsl&quot;))
(define vertices (make-vertex-array &hellip;))
-(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&rsquo;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