class GlFragmentShader : GlAbstractShader
GlFragmentShader(res: Int, useDynamicInput: Boolean = false, virtualTextureType: GlVirtualMipMapTexture.VirtualTextureType = VirtualTextureType.NATIVE_MIP_MAP, virtualLodCount: Int = 1) GlFragmentShader(shader: GlFragmentShader, useDynamicInput: Boolean, virtualTextureType: GlVirtualMipMapTexture.VirtualTextureType = VirtualTextureType.NATIVE_MIP_MAP, virtualLodCount: Int = 1) GlFragmentShader(rawSourceCode: String, useDynamicInput: Boolean = false, virtualTextureType: GlVirtualMipMapTexture.VirtualTextureType = VirtualTextureType.NATIVE_MIP_MAP, virtualLodCount: Int = 1)
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var useDynamicInput: Boolean |
var _handle: Int |
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var handle: Int |
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val sourceCode: String |
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val type: Int |
fun addExternalTextureSupport(sourceCode: String): String |
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fun addVirtualTextureSupport(sourceCode: String, type: GlVirtualMipMapTexture.VirtualTextureType, lodCount: Int): String |
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fun prepareSourceCode(sourceCode: String): String |
fun attach(): Unit |
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open fun onRelease(): Unit |
infix fun <A> A.andRecycle(b: <ERROR CLASS>): <ERROR CLASS> infix fun <A> A.andRecycle(b: Recyclable): <ERROR CLASS> |
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fun <T> T.loopAsLongNotNull(block: (it: T) -> T?): T |