public interface R2DepthShaderBasicStippledParametersType extends R2DepthShaderBasicParametersValuesType
| Modifier and Type | Method and Description |
|---|---|
default R2Texture2DUsableType |
albedoTexture()
An albedo map which is used primarily used to determine the opacity
of the shaded surface.
|
default float |
alphaDiscardThreshold()
The threshold value that defines whether or not the surface fragment will
be discarded.
|
R2Texture2DUsableType |
stippleNoiseTexture()
The noise texture used to implement stippling.
|
default float |
stippleThreshold()
The stipple threshold value.
|
R2TextureDefaultsType |
textureDefaults() |
R2TextureDefaultsType textureDefaults()
textureDefaults in interface R2DepthShaderBasicParametersValuesTypedefault R2Texture2DUsableType albedoTexture()
R2DepthShaderBasicParametersValuesTypeAn albedo map which is used primarily used to determine the opacity of the shaded surface.
albedoTexture in interface R2DepthShaderBasicParametersValuesTypedefault float alphaDiscardThreshold()
R2DepthShaderBasicParametersValuesType0.0 will
result in no fragments ever being discarded.alphaDiscardThreshold in interface R2DepthShaderBasicParametersValuesTypeR2Texture2DUsableType stippleNoiseTexture()
stippleThreshold()default float stippleThreshold()
stippleNoiseTexture() is sampled at each pixel,
and if the sampled value is less than stippleThreshold(), the
pixel is discarded. Consequently, a stipple threshold of 0.0 never
discards pixels.Copyright © 2016 <code@io7m.com> http://io7m.com