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- 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.
- ]]
- }
- }
- }
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