File: ShaderFlow/Variable.py
¶
ShaderFlow.Variable ¶
GlslType ¶
GlslType = Literal[
"sampler2D",
"float",
"int",
"bool",
"vec2",
"vec3",
"vec4",
"mat2",
"mat3",
"mat4",
]
DECLARATION_ORDER ¶
DECLARATION_ORDER = (
"interpolation",
"direction",
"qualifier",
"type",
"name",
)
ShaderVariable ¶
Bases: BrokenFluent
Source code in Projects/ShaderFlow/ShaderFlow/Variable.py
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__hash__ ¶
__hash__() -> int
Source code in Projects/ShaderFlow/ShaderFlow/Variable.py
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__eq__ ¶
__eq__(other: Self) -> bool
Source code in Projects/ShaderFlow/ShaderFlow/Variable.py
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Uniform ¶
Bases: ShaderVariable
Source code in Projects/ShaderFlow/ShaderFlow/Variable.py
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InVariable ¶
Bases: ShaderVariable
Source code in Projects/ShaderFlow/ShaderFlow/Variable.py
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OutVariable ¶
Bases: ShaderVariable
Source code in Projects/ShaderFlow/ShaderFlow/Variable.py
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FlatVariable ¶
Bases: ShaderVariable
Source code in Projects/ShaderFlow/ShaderFlow/Variable.py
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