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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