Index

Modules: shady, shady/backends/dx12, shady/backends/glsl, shady/backends/glsl3, shady/backends/glsl4, shady/backends/metal4, shady/backends/shared, shady/backends/vulkan, shady/binary.

API symbols

`*`:
`+`:
Attribute:
binaryCompute:
binaryFragment:
BinaryShaderStage:
binaryVertex:
compileHlslShader:
compileSpirvShader:
dFdx:
dFdy:
discardFragment:
emitHlslEntry:
emitHlslUniformBuffer:
emitMetalEntry:
emitMetalUniformBuffer:
emitVulkanPushConstants:
emitVulkanUniformBuffer:
EntryParam:
fmod:
fract:
fwidth:
gl_FrontFacing:
gl_Position:
glsl3Desktop:
glsl3DesktopExtra:
glsl3DesktopVersion:
glsl3NeedsHighp:
glsl3WebGL:
glsl3WebGLExtra:
glsl3WebGLVersion:
glsl4Desktop:
glsl4DesktopExtra:
glsl4DesktopVersion:
glslDesktop:
glslES3:
glslFunctions:
glslGlobals:
glslProcRename:
GlslTarget:
glslTarget:
glslTypeDefault:
glslTypeRename:
gl_VertexID:
hlslDX12:
hlslHeader:
hlslInputFieldName:
hlslOutputFieldName:
hlslProcRename:
hlslResourceCall:
hlslSamplerDecl:
hlslSemantic:
hlslTextureDecl:
hlslTypeDefault:
hlslTypeRename:
ImageBuffer:
imageLoad:
imageStore:
mat3:
mat4:
metalAttribute:
metalHeader:
metalMSL:
metalOutputFieldName:
metalProcRename:
metalResourceCall:
metalTextureDecl:
metalTypeDefault:
metalTypeRename:
reflect:
Sampler2d:
Sampler2dArray:
Sampler2dShadow:
SamplerBuffer:
SamplerCube:
shaderAuto:
shaderCompute:
shaderFragment:
ShaderStage:
shaderStage:
ShaderTarget:
shaderTarget:
shaderVertex:
smoothstep:
texelFetch:
texture:
textureGrad:
textureLod:
TextureParam:
textureSize:
toGLSL:
toGLSLInner:
toHLSL:
toMSL:
toShader:
toShaderInner:
UImageBuffer:
Uniform:
UniformParam:
UniformWriteOnly:
USampler2d:
useVulkanUniformBuffer:
vec4:
vulkanFragmentUniformBinding:
vulkanGlsl450:
vulkanGlsl450Extra:
vulkanGlsl450Version:
vulkanMaxPushConstantBytes:
vulkanSamplerDecl:
vulkanUniformBytes:
vulkanUniformSet:
vulkanVertexUniformBinding:
writeShaderSource: