DefaultShader.lua 1.3 KB

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  1. return {
  2. summary = 'The set of builtin shaders.',
  3. description = [[
  4. The following shaders are built in to LÖVR, and can be used as an argument to
  5. `lovr.graphics.newShader` instead of providing raw GLSL shader code. The shaders can be further
  6. customized by using the `flags` argument. If you pass in `nil` to `lovr.graphics.setShader`,
  7. LÖVR will automatically pick a DefaultShader to use based on whatever is being drawn.
  8. ]],
  9. values = {
  10. {
  11. name = 'unlit',
  12. description = 'A simple shader without lighting, using only colors and a diffuse texture.'
  13. },
  14. {
  15. name = 'standard',
  16. description = 'A physically-based rendering (PBR) shader, using advanced material properties.'
  17. },
  18. {
  19. name = 'cube',
  20. description = 'A shader that renders a cubemap texture.'
  21. },
  22. {
  23. name = 'pano',
  24. description = 'A shader that renders a 2D equirectangular texture with spherical coordinates.'
  25. },
  26. {
  27. name = 'font',
  28. description = 'A shader that renders font glyphs.'
  29. },
  30. {
  31. name = 'fill',
  32. description = [[
  33. A shader that passes its vertex coordinates unmodified to the fragment shader, used to
  34. render view-independent fixed geometry like fullscreen quads.
  35. ]]
  36. }
  37. }
  38. }