return { summary = 'The set of builtin shaders.', description = [[ The following shaders are built in to LÖVR, and can be used as an argument to `lovr.graphics.newShader` instead of providing raw GLSL shader code. The shaders can be further customized by using the `flags` argument. If you pass in `nil` to `lovr.graphics.setShader`, LÖVR will automatically pick a DefaultShader to use based on whatever is being drawn. ]], values = { { name = 'unlit', description = 'A simple shader without lighting, using only colors and a diffuse texture.' }, { name = 'standard', description = 'A physically-based rendering (PBR) shader, using advanced material properties.' }, { name = 'cube', description = 'A shader that renders a cubemap texture.' }, { name = 'pano', description = 'A shader that renders a 2D equirectangular texture with spherical coordinates.' }, { name = 'font', description = 'A shader that renders font glyphs.' }, { name = 'fill', description = [[ A shader that passes its vertex coordinates unmodified to the fragment shader, used to render view-independent fixed geometry like fullscreen quads. ]] } } }