author | Florian Link |
package | MeVisLab/Standard |
dll | SoShaderPipeline |
definition | SoShaderPipeline.def |
The SoShaderPipelineDiagnosis module allows to debug a given SoShaderPipeline shader. Place it in front of a SoShaderPipeline to see the generated shaders and the available includes/uniforms etc.
availableFragmentShaderStateMembers: String | availableVaryingNames: String | geometryShaderError: Bool |
availableFragmentShaderStateMemberTypes: String | availableVaryingTypes: String | programLinkError: Bool |
availableFragmentShaderSteps: String | availableVertexShaderStateMembers: String | Render Pass: Enum |
availableIncludeNames: String | availableVertexShaderStateMemberTypes: String | userFragmentShader: String |
availableIncludes: String | availableVertexShaderSteps: String | userVertexShader: String |
availableUniformNames: String | Enabled: Bool | vertexShaderError: Bool |
availableUniformSizes: String | fetchActiveUniformValues: Bool | |
availableUniformTypes: String | fragmentShaderError: Bool |
Selects the render pass for which the shader is displayed. For normal uses, the main pass it the right choice.
Values:
Title | Name | Description |
---|---|---|
Main Pass | MAIN_PASS | Main rendering pass. |
Shadow Pass | SHADOW_PASS | Special rendering pass for shadow mapping. Lighting is turned off and typically only depth is written. This pass typically adds a special depth bias to avoid shadow aliasing. |
Depth Only Pass | DEPTH_ONLY_PASS | A special depth only pass. Lighting is turned off. |
Depth Peel Pass | DEPTH_PEEL_PASS | |
Deferred Gbuffer Pass | DEFERRED_GBUFFER_PASS | |
Deferred Lighting Pass | DEFERRED_LIGHTING_PASS |