File: CastleScreenEffects.html

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
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<title>Castle Game Engine: CastleScreenEffects</title>
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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<h1 class="unit">Unit CastleScreenEffects</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td>Uses</td><td>Classes, Interfaces, Objects and Records</td><td><a class="section" href="#PasDoc-FuncsProcs">Functions and Procedures</a></td><td>Types</td><td>Constants</td><td>Variables</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="description">Description</h2>
<p>
Utilities for creating custom screen effects.</p>
<a name="PasDoc-Uses"></a><h2 class="overview">Overview</h2>
<a name="PasDoc-FuncsProcs"></a><h3 class="summary">Functions and Procedures</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code>function <b><a  href="CastleScreenEffects.html#ScreenEffectVertex">ScreenEffectVertex</a></b>: string;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>function <b><a  href="CastleScreenEffects.html#ScreenEffectFragment">ScreenEffectFragment</a></b>(const Depth: boolean): string;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Functions and Procedures</h3>
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<td class="itemcode"><a name="ScreenEffectVertex"></a><code>function <b>ScreenEffectVertex</b>: string;</code></td>
</tr>
<tr><td colspan="1">
<p>
Standard GLSL vertex shader for screen effect.</p>
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<td class="itemcode"><a name="ScreenEffectFragment"></a><code>function <b>ScreenEffectFragment</b>(const Depth: boolean): string;</code></td>
</tr>
<tr><td colspan="1">
<p>
Library of GLSL fragment shader functions useful for screen effects. This looks at current OpenGL context multi-sampling capabilities to return the correct shader code.

<p>Note that to work with OpenGLES, we have to glue all fragment shaders, and <code>ScreenEffectFragment</code> must be before the actual shader code. The string returned by this function is guaranteed to end with a newline, to make it easy.

<p>So you usually want to create screen effect shaders like this:

<p></p>

<pre class="longcode">
  Shader := TGLSLProgram.Create;
  Shader.AttachVertexShader(ScreenEffectVertex);
  Shader.AttachFragmentShader(
    ScreenEffectFragment(false <span class="pascal_comment">{ or true if you use depth }</span>) +
    <span class="pascal_string">'... my custom screen effect GLSL code ...'</span>);
  Shader.Link(true);
  <span class="pascal_comment">{ uaIgnore is a good idea here, in case some uniform variable
    from ScreenEffectFragment code may be left unused. }</span>
  Shader.UniformNotFoundAction := uaIgnore;
</pre>

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