Special type of data block that stores information about a handwritten shader.
- Inherit:
SimObject
To use hand written shaders, a ShaderData datablock must be used. This datablock refers only to the vertex and pixel shader filenames and a hardware target level. Shaders are API specific, so DirectX and OpenGL shaders must be explicitly identified.
Example:
// Used for the procedural clould system
singleton ShaderData( CloudLayerShader )
{
DXVertexShaderFile = "shaders/common/cloudLayerV.hlsl";
DXPixelShaderFile = "shaders/common/cloudLayerP.hlsl";
OGLVertexShaderFile = "shaders/common/gl/cloudLayerV.glsl";
OGLPixelShaderFile = "shaders/common/gl/cloudLayerP.glsl";
pixVersion = 2.0;
};