Get the shader used by normalMaterial()
.
You can call baseNormalShader().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 baseNormalShader().inspectHooks()
to see all the possible hooks and their default implementations.
Examples
Syntax
baseNormalShader()
Parameters
Returns
normalMaterial
shaderRelated References
copyToContext
Copies the shader from one drawing context to another.
inspectHooks
Logs the hooks available in this shader, and their current implementation.
modify
Returns a new shader, based on the original, but with custom snippets of shader code replacing default behaviour.
setUniform
Sets the shader’s uniform (global) variables.