Get the shader used when no lights or materials are applied.
You can call baseColorShader().modify()
and change any of the following hooks:
Hook | Description |
---|---|
| Called at the start of the vertex shader. |
| Update the vertex data of the model being drawn before any positioning has been applied. It takes in a
|
| Update the vertex data of the model being drawn after transformations such as |
| Update the vertex data of the model being drawn as they appear relative to the camera. It takes in a |
| Called at the end of the vertex shader. |
| Called at the start of the fragment shader. |
| Update the final color after mixing. It takes in a |
| Called at the end of the fragment shader. |
Most of the time, you will need to write your hooks in GLSL ES version 300. If you are using WebGL 1 instead of 2, write your hooks in GLSL ES 100 instead.
Call baseColorShader().inspectHooks()
to see all the possible hooks and their default implementations.
Ejemplos
Sintaxis
baseColorShader()
Parámetros
Returns
Referencias Relacionadas
copyToContext
Copia el shader de un contexto de dibujo a otro.
setUniform
Establece los valores de las variables uniformes (globales) del shader.
ambientMaterial
Establece el color ambiental del material de la superficie de las formas.
createFilterShader
Crea un objeto p5.Shader para ser utilizado con la función filter().