Index
Modules:
shady
.
API symbols
Attribute:
shady: type Attribute
dFdx:
shady: proc dFdx(a: Vec2): Vec2
dFdy:
shady: proc dFdy(a: Vec2): Vec2
fwidth:
shady: proc fwidth(a: Vec2): Vec2
gl_Position:
shady: var gl_Position
gl_VertexID:
shady: var gl_VertexID
ImageBuffer:
shady: object ImageBuffer
imageLoad:
shady: proc imageLoad(buffer: var UniformWriteOnly[UImageBuffer]; index: int32): UVec4
imageStore:
shady: proc imageStore(buffer: var Uniform[Sampler2d]; pos: IVec2; color: Vec4)
shady: proc imageStore(buffer: var UniformWriteOnly[ImageBuffer]; index: int32; color: Vec4)
shady: proc imageStore(buffer: var UniformWriteOnly[UImageBuffer]; index: int32; color: UVec4)
Sampler2d:
shady: object Sampler2d
Sampler2dArray:
shady: object Sampler2dArray
SamplerBuffer:
shady: object SamplerBuffer
texelFetch:
shady: proc texelFetch(buffer: Uniform[Sampler2d]; pos: IVec2; level: int): Vec4
shady: proc texelFetch(buffer: Uniform[SamplerBuffer]; index: SomeInteger): Vec4
shady: proc texelFetch(buffer: Uniform[USampler2d]; pos: IVec2; level: int): UVec4
texture:
shady: proc texture(buffer: Uniform[Sampler2d]; pos: Vec2): Vec4
textureGrad:
shady: proc textureGrad(s: Uniform[Sampler2d]; uv: Vec3; dUVdx: Vec2; dUVdy: Vec2): Vec4
shady: proc textureGrad(s: Uniform[Sampler2dArray]; uvw: Vec3; dUVdx: Vec2; dUVdy: Vec2): Vec4
textureSize:
shady: proc textureSize(buffer: Uniform[Sampler2d]; level: int): Vec2
toGLSL:
shady: macro toGLSL(s: typed; version = "410"; extra = "precision highp float; "): string
toGLSLInner:
shady: proc toGLSLInner(s: NimNode; version, extra: string): string
UImageBuffer:
shady: object UImageBuffer
Uniform:
shady: type Uniform
UniformWriteOnly:
shady: type UniformWriteOnly
USampler2d:
shady: object USampler2d
vec4:
shady: proc vec4(c: ColorRGBX): Vec4