Ember
A C++ 20 'game engine' built with SDL3 with wide platform support.
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UberShader Struct Reference

UberShader shader effects for rendering texts and sprites. More...

#include <shader.h>

Public Member Functions

bool is_none () const
 

Static Public Member Functions

static UberShader none ()
 
static UberShader outline_only (const glm::vec4 &color=glm::vec4(0, 0, 0, 1), float width=1.0f)
 
static UberShader shadow_only (const glm::vec4 &color=glm::vec4(0, 0, 0, 0.5f), const glm::vec2 &offset=glm::vec2(2, 2))
 
static UberShader both (const glm::vec4 &outline_col=glm::vec4(0, 0, 0, 1), const glm::vec4 &shadow_col=glm::vec4(0, 0, 0, 0.5f), float width=1.0f, const glm::vec2 &offset=glm::vec2(2, 2))
 

Public Attributes

bool use_outline = false
 
bool use_shadow = false
 
glm::vec4 outline_color = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)
 
glm::vec4 shadow_color = glm::vec4(0.0f, 0.0f, 0.0f, 0.5f)
 
float outline_width = 1.0f
 
glm::vec2 shadow_offset = glm::vec2(2.0f, 2.0f)
 

Detailed Description

UberShader shader effects for rendering texts and sprites.

Member Function Documentation

◆ both()

static UberShader UberShader::both ( const glm::vec4 &  outline_col = glm::vec4(0,0,0,1),
const glm::vec4 &  shadow_col = glm::vec4(0,0,0,0.5f),
float  width = 1.0f,
const glm::vec2 &  offset = glm::vec2(2,2) 
)
inlinestatic

◆ is_none()

bool UberShader::is_none ( ) const
inline

◆ none()

static UberShader UberShader::none ( )
inlinestatic

◆ outline_only()

static UberShader UberShader::outline_only ( const glm::vec4 &  color = glm::vec4(0,0,0,1),
float  width = 1.0f 
)
inlinestatic

◆ shadow_only()

static UberShader UberShader::shadow_only ( const glm::vec4 &  color = glm::vec4(0,0,0,0.5f),
const glm::vec2 &  offset = glm::vec2(2,2) 
)
inlinestatic

Member Data Documentation

◆ outline_color

glm::vec4 UberShader::outline_color = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)

◆ outline_width

float UberShader::outline_width = 1.0f

◆ shadow_color

glm::vec4 UberShader::shadow_color = glm::vec4(0.0f, 0.0f, 0.0f, 0.5f)

◆ shadow_offset

glm::vec2 UberShader::shadow_offset = glm::vec2(2.0f, 2.0f)

◆ use_outline

bool UberShader::use_outline = false

◆ use_shadow

bool UberShader::use_shadow = false

The documentation for this struct was generated from the following file: