Pixel-Composer/scripts/shader_set_functions/shader_set_functions.gml

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function shader_set_i(shader, uniform, value) {
if(is_array(value)) {
shader_set_i_array(shader, uniform, value);
return;
}
if(argument_count > 3) {
var array = [];
for( var i = 2; i < argument_count; i++ )
array_push(array, argument[i]);
shader_set_i_array(shader, uniform, array)
return;
}
shader_set_uniform_i(shader_get_uniform(shader, uniform), value);
}
function shader_set_i_array(shader, uniform, array) {
shader_set_uniform_i_array(shader_get_uniform(shader, uniform), array);
}
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function shader_set_f(shader, uniform, value) {
if(is_array(value)) {
shader_set_f_array(shader, uniform, value);
return;
}
if(argument_count > 3) {
var array = [];
for( var i = 2; i < argument_count; i++ )
array_push(array, argument[i]);
shader_set_f_array(shader, uniform, array)
return;
}
shader_set_uniform_f(shader_get_uniform(shader, uniform), value);
}
function shader_set_f_array(shader, uniform, array) {
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shader_set_uniform_f_array(shader_get_uniform(shader, uniform), array);
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}
function shader_set_uniform_f_array_safe(uniform, array) {
if(!is_array(array)) return;
if(array_length(array) == 0) return;
shader_set_uniform_f_array(uniform, array);
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}
function shader_set_surface(shader, sampler, surface) {
if(!is_surface(surface)) return;
var t = shader_get_sampler_index(shader, sampler);
texture_set_stage(t, surface_get_texture(surface));
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}