» Back to Reference Guide Index
<gpu_program> XML node
XML Node Summary
<gpu_program
name=""
filename=""
absolute_path="0"
filename_vs=""
absolute_path_vs="0"
filename_ps=""
absolute_path_ps="0"
filename_gs=""
absolute_path_gs="0"
filename_tcs=""
absolute_path_tcs="0"
filename_tes=""
absolute_path_tes="0"
filename_cs=""
absolute_path_cs="0"
>
<raw_data />
<raw_data_vs />
<raw_data_ps />
<raw_data_gs />
<raw_data_tcs />
<raw_data_tes />
<raw_data_cs />
</gpu_program>
<gpu_program>
Description
Allows to load and execute real time shaders written in GLSL.
Attributes
- name [STRING]: name of this XML node.
- filename [STRING]: location of the complete GLSL progam file.
- absolute_path [INTEGER]: absolute (1) or relative (0) path for the filename. - Default value = 0
- filename_vs [STRING]: location of a vertex shader file relative to the main XML script. Currently the vertex and pixel shaders must be in the same file.
- absolute_path_vs [INTEGER]: absolute (1) or relative (0) path for the filename_vs. - Default value = 0
- filename_ps [STRING]: location of a pixel shader file relative to the main XML script. Currently the vertex and pixel shaders must be in the same file.
- absolute_path_ps [INTEGER]: absolute (1) or relative (0) path for the filename_ps. - Default value = 0
- filename_gs [STRING]: location of a geometry shader file relative to the main XML script. Currently the vertex and pixel shaders must be in the same file.
- absolute_path_gs [INTEGER]: absolute (1) or relative (0) path for the filename_gs. - Default value = 0
- filename_tcs [STRING]: location of a tessellation control shader file relative to the main XML script. Currently the vertex and pixel shaders must be in the same file.
- absolute_path_tcs [INTEGER]: absolute (1) or relative (0) path for the filename_tcs. - Default value = 0
- filename_tes [STRING]: location of a tessellation evaluation shader file relative to the main XML script. Currently the vertex and pixel shaders must be in the same file.
- absolute_path_tes [INTEGER]: absolute (1) or relative (0) path for the filename_tes. - Default value = 0
- filename_cs [STRING]: location of a compute shader file relative to the main XML script. Currently the vertex and pixel shaders must be in the same file.
- absolute_path_cs [INTEGER]: absolute (1) or relative (0) path for the filename_cs. - Default value = 0
Code sample
<glsl_hacker>
<gpu_program name="simpleShader" >
<raw_data><![CDATA[
[Vertex_Shader]
void main(void)
{
gl_Position = ftransform();
}
[Pixel_Shader]
void main()
{
gl_FragColor = vec4(1.0, 0.5, 0.5, 1.0);
}
]]></raw_data>
</gpu_program>
<gpu_program name="shader_v2" >
<raw_data_vs><![CDATA[
void main(void)
{
gl_Position = ftransform();
}
]]></raw_data_vs>
<raw_data_ps><![CDATA[
void main()
{
gl_FragColor = vec4(1.0, 0.5, 0.5, 1.0);
}
]]></raw_data_ps>
</gpu_program>
</glsl_hacker>
<raw_data>
Description
Allows to integrate the source code of a shader directly in the XML code without requiring an external file.
<raw_data_vs>
Description
Allows to integrate the source code of a vertex shader directly in the XML code without requiring an external file.
<raw_data_ps>
Description
Allows to integrate the source code of a pixel shader directly in the XML code without requiring an external file.
<raw_data_gs>
Description
Allows to integrate the source code of a geometry shader directly in the XML code without requiring an external file.
<raw_data_tcs>
Description
Allows to integrate the source code of a tessellation control shader directly in the XML code without requiring an external file.
<raw_data_tes>
Description
Allows to integrate the source code of a tessellation evaluation shader directly in the XML code without requiring an external file.
<raw_data_cs>
Description
Allows to integrate the source code of a compute shader directly in the XML code without requiring an external file.
2013-2015 Geeks3D. All Rights Reserved.
.:- G3D Network -:.
|