Creates a new Shader instance.
Consider createShaderFromCode as a simpler and more powerful way to create a shader.
The graphics device used to manage this shader.
The shader definition from which to build the shader.
Object detailing the mapping of vertex shader attribute names to semantics SEMANTIC_*. This enables the engine to match vertex buffer data as inputs to the shader. When not specified, rendering without vertex buffer is assumed.
Compute shader source (WGSL code). Only supported on WebGPU platform.
A map containing key-value pairs of include names and their content. These are used for resolving #include directives in the fragment shader source.
Fragment shader output types, which default to vec4. Passing a string will set the output type for all color attachments. Passing an array will set the output type for each color attachment.
Fragment shader source (GLSL code). Optional when useTransformFeedback or compute shader is specified.
The name of the shader.
Specifies the shader language of vertex and fragment shaders. Defaults to SHADERLANGUAGE_GLSL.
Specifies that this shader outputs post-VS data to a buffer.
A map containing key-value pairs of include names and their content. These are used for resolving #include directives in the vertex shader source.
Vertex shader source (GLSL code). Optional when compute shader is specified.
// Create a shader that renders primitives with a solid red color
// Vertex shader
const vshader = `
attribute vec3 aPosition;
void main(void) {
gl_Position = vec4(aPosition, 1.0);
}
`;
// Fragment shader
const fshader = `
precision ${graphicsDevice.precision} float;
void main(void) {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`;
const shaderDefinition = {
attributes: {
aPosition: pc.SEMANTIC_POSITION
},
vshader,
fshader
};
const shader = new pc.Shader(graphicsDevice, shaderDefinition);
A shader is a program that is responsible for rendering graphical primitives on a device's graphics processor. The shader is generated from a shader definition. This shader definition specifies the code for processing vertices and fragments processed by the GPU. The language of the code is GLSL (or more specifically ESSL, the OpenGL ES Shading Language). The shader definition also describes how the PlayCanvas engine should map vertex buffer elements onto the attributes specified in the vertex shader code.