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class Shader

package hxsl

extended by AnimMeshBatchShader, AlphaMultiply, BDRF, BaseDecal, CubeLod, DefaultForward, GammaCorrect, LightEvaluation, Performance, PropsDefinition, PropsImport, PropsTexture, PropsValues, StrengthValues, AlphaChannel, AlphaMSDF, AlphaMap, AlphaMult, AmbientLight, AnimatedTexture, Base2d, BaseMesh, Checker, ColorAdd, ColorKey, ColorMatrix, ColorMult, ColorSpaces, CubeMap, DirLight, DirShadow, DisplacementDisplay, DistanceFade, FixedColor, FlipBackFaceNormal, GpuParticle, InstanceIndirect, KillAlpha, LineShader, NoiseLib, NormalMap, Outline, Parallax, ParticleShader, PointLight, PointShadow, ScreenShader, Shadow, SignedDistanceField, SinusDeform, SkinBase, SpecularTexture, SpotShadow, Texture, Texture2, UVAnim, UVDelta, UVScroll, Utils, VertexColor, VertexColorAlpha, VolumeDecal, WhiteAlpha, ZCut, BatchShader, DynamicShader

@:directlyUsed@:autoBuild(hxsl.Macros.buildShader())

Constructor

new()

Variables

@:value(0)read onlypriority:Int = 0

Methods

clone():Shader

getParamFloatValue(index:Int):Float

getParamValue(index:Int):Dynamic

setParamIndexFloatValue(index:Int, val:Float):Void

setParamIndexValue(index:Int, val:Dynamic):Void

setPriority(v:Int):Void

Shader priority should only be changed before the shader is added to a material.

toString():String

updateConstants(globals:Globals):Void

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