This API is experimental
Its behavior may change in a future version of p5.js.
Get the shader used when no lights or materials are applied.
You can call baseColorShader().modify()
and change any of the following hooks:
Hook | Description |
---|---|
void beforeVertex | Called at the start of the vertex shader. |
vec3 getLocalPosition | Update the position of vertices before transforms are applied. It takes in vec3 position and must return a modified version. |
vec3 getWorldPosition | Update the position of vertices after transforms are applied. It takes in vec3 position and pust return a modified version. |
vec3 getLocalNormal | Update the normal before transforms are applied. It takes in vec3 normal and must return a modified version. |
vec3 getWorldNormal | Update the normal after transforms are applied. It takes in vec3 normal and must return a modified version. |
vec2 getUV | Update the texture coordinates. It takes in vec2 uv and must return a modified version. |
vec4 getVertexColor | Update the color of each vertex. It takes in a vec4 color and must return a modified version. |
void afterVertex | Called at the end of the vertex shader. |
void beforeFragment | Called at the start of the fragment shader. |
vec4 getFinalColor | Update the final color after mixing. It takes in a vec4 color and must return a modified version. |
void afterFragment | Called at the end of the fragment shader. |
Most of the time, you will need to write your hooks in GLSL ES version 300. If you are using WebGL 1 instead of 2, write your hooks in GLSL ES 100 instead.
Call baseColorShader().inspectHooks()
to see all the possible hooks and their default implementations.
उदाहरण
Returns
संबंधित संदर्भ
inspectHooks
Logs the hooks available in this shader, and their current implementation.
modify
Returns a new shader, based on the original, but with custom snippets of shader code replacing default behaviour.
baseColorShader
Get the shader used when no lights or materials are applied.
baseMaterialShader
Get the default shader used with lights, materials, and textures.