Hi

I found my way through the source and overwritten the ShaderComposer class.
Here I reimplemented the getOrCreateProgram and the addShaderToProgram functions to inspect the data here. Unfortunately there seems to be no way to access the original ShaderAttribute from here. My idea was to add the bindings in the shader composer via a custom ShaderAttribute class, which would transport the bindings.
I would have applied them after the program was composed.

Would be possible to change the getOrCreateProgram function in a way that it transports the attributes to the ShaderComposer?
Or is there something obvious I'm missing?

cheers
Sebastian

Hi

I know that the ShaderComposer is not yet finished. But I have some simple questions about it. Right now it is implemented as ShaderAttribute which injects shader programs when the statesets are traversed. So the program object stays more or less hidden inside the state. In my current application I need to set up vertexAttribute bindings and fragment data bindings. Obviously this cannot be done with the shader composer in its current state. Can someone advise me how to get access to the shader programs or would it be better to add these things as part of the injection?

cheers
Sebastian
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