from panda3d.core import ShaderInput
class ShaderInput


Bases: MemoryBase

This is a small container class that can hold any one of the value types that can be passed as input to a shader.

Inheritance diagram

Inheritance diagram of ShaderInput

enum AccessFlags

Used when binding texture images.

enumerator A_read = 1
enumerator A_write = 2
enumerator A_layered = 4
enum ShaderInputType
enumerator M_invalid = 0
enumerator M_texture = 1
enumerator M_nodepath = 2
enumerator M_vector = 3
enumerator M_numeric = 4
enumerator M_texture_sampler = 5
enumerator M_param = 6
enumerator M_texture_image = 7
enumerator M_buffer = 8
__eq__(other: ShaderInput) bool
__init__(name: InternalName, value: object, priority: int)
__init__(name: InternalName, tex: Texture, sampler: SamplerState, priority: int)
__init__(name: InternalName, tex: Texture, read: bool, write: bool, z: int, n: int, priority: int)
__init__(name: InternalName, priority: int)
__init__(param0: ShaderInput)
__lt__(other: ShaderInput) bool
__ne__(other: ShaderInput) bool
add_hash(hash: int) int
static get_blank() ShaderInput

Returns a static ShaderInput object with name NULL, priority zero, type INVALID, and all value-fields cleared.

get_name() InternalName
get_nodepath() NodePath

Warning: no error checking is done. This will crash if get_value_type() is not M_nodepath.

get_priority() int
get_ptr() ShaderPtrData
get_sampler() SamplerState

Warning: no error checking is done.

get_texture() Texture
get_value_type() int
get_vector() LVecBase4