gpu-curtains
    Preparing search index...

    Parameters used to build an lambert fragment shader.

    interface LambertFragmentShaderInputParams {
        additionalVaryings?: { type: string; name: string }[];
        fragmentOutput?: FragmentOutput;
        chunks?: AdditionalChunks;
        geometry: Geometry;
        materialUniform?: BufferBindingBaseParams;
        materialUniformName?: string;
        receiveShadows?: boolean;
        cullMode?: GPUCullMode;
        flatShading?: boolean;
        baseColorTexture?: ShaderTextureDescriptor;
        emissiveTexture?: ShaderTextureDescriptor;
        occlusionTexture?: ShaderTextureDescriptor;
        normalTexture?: ShaderTextureDescriptor;
    }

    Hierarchy (View Summary)

    Index
    additionalVaryings?: { type: string; name: string }[]

    Optional additional varyings to pass from the vertex shader to the fragment shader.

    Type Declaration

    • type: string

      type of the varying.

    • name: string

      name of the varying.

    fragmentOutput?: FragmentOutput

    Custom fragment shader output structure members and returned values to use if needed. Useful when rendering to a Multiple Render Target for example.

    Additional WGSL chunks to add to the shaders.

    geometry: Geometry

    Geometry used to create the fragment shader. Can use the vertexBuffers properties for vertex colors or tangent/bitangent computations.

    materialUniform?: BufferBindingBaseParams

    The BufferBindingBaseParams holding the material uniform values. Will use default values if not provided.

    materialUniformName?: string

    The BufferBindingBaseParams name to use for variables declarations. Default to 'material'.

    receiveShadows?: boolean

    Whether the shading function should account for current shadows. Default to false.

    cullMode?: GPUCullMode

    Culling mode to use for normal and tangent calculations. Default to back.

    flatShading?: boolean

    Whether the material should be rendered using flat shading. Default to false.

    baseColorTexture?: ShaderTextureDescriptor

    Base color texture descriptor to use if any. Format should be rgba8unorm-srgb.

    emissiveTexture?: ShaderTextureDescriptor

    Emissive texture descriptor to use if any. Format should be rgba8unorm-srgb.

    occlusionTexture?: ShaderTextureDescriptor

    Occlusion texture descriptor to use if any. Format must be at least r8unorm.

    normalTexture?: ShaderTextureDescriptor

    Normal texture descriptor to use if any. Format should be rgba8unorm.