Package | flare.flsl |
Class | public class FLSL |
Inheritance | FLSL ![]() |
Subclasses | FLSLDisassembler, FLSLInput, FLSLMatrix, FLSLParam, FLSLSampler, FLSLScope, FLSLSurface |
Property | Defined By | ||
---|---|---|---|
agalVersion : int = 1 [static] | FLSL | ||
name : String
The name of the flsl object. | FLSL | ||
semantic : String
The semantic which the object is associated. | FLSL |
Method | Defined By | ||
---|---|---|---|
FLSL() | FLSL |
agalVersion | property |
public static var agalVersion:int = 1
name | property |
public var name:String
The name of the flsl object.
semantic | property |
public var semantic:String
The semantic which the object is associated. Semantics are used to bind static or global drata to specific shader variables. For example, semantics like UV0, UV1, POSITION, NORMAL are associated to flsl inputs, while WORLD, WORLD_VIEW, WORLD_VIEW_PROJ, PROJ, etc, are associated to global matrices. There are also semantics like TIME, MOUSE, CAM_POS that are associated to float registers.
Custom semantics can be defined in FLSLMaterial.semantics["MY_SEMANTIC"] = Vector of type Number/Matrix3D/Texture3D and should be declared inside the shader with the proper object (ex: #semantic MY_SEMANTIC float4, where float4 could be a float, sampler o matrix value).
FLSL | () | Constructor |
public function FLSL()