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given in the pubspec.yaml file. |
the FragmentProgram object can be used to create |
one or more FragmentShader instances. |
a FragmentShader object represents a fragment program |
along with a particular set of uniforms (configuration parameters). |
the available uniforms depends on how the shader was defined. |
<topic_end> |
<topic_start> |
canvas API |
fragment shaders can be used with most canvas APIs |
by setting paint.shader. |
for example, when using Canvas.drawRect |
the shader is evaluated for all fragments within the rectangle. |
for an API like Canvas.drawPath with a stroked path, |
the shader is evaluated for all fragments within the stroked line. |
some APIs, such as Canvas.drawImage, ignore the value of the shader. |
<topic_end> |
<topic_start> |
authoring shaders |
fragment shaders are authored as GLSL source files. |
by convention, these files have the .frag extension. |
(flutter doesn’t support vertex shaders, |
which would have the .vert extension.) |
any GLSL version from 460 down to 100 is supported, |
though some available features are restricted. |
the rest of the examples in this document use version 460 core. |
shaders are subject to the following limitations |
when used with flutter: |
<topic_end> |
<topic_start> |
uniforms |
a fragment program can be configured by defining |
uniform values in the GLSL shader source |
and then setting these values in dart for |
each fragment shader instance. |
floating point uniforms with the GLSL types |
float, vec2, vec3, and vec4 |
are set using the FragmentShader.setFloat method. |
GLSL sampler values, which use the sampler2D type, |
are set using the FragmentShader.setImageSampler method. |
the correct index for each uniform value is determined by the order |
that the uniform values are defined in the fragment program. |
for data types composed of multiple floats, such as a vec4, |
you must call FragmentShader.setFloat once for each value. |
for example, given the following uniforms declarations in a GLSL fragment program: |
the corresponding dart code to initialize these uniform values is as follows: |
observe that the indices used with FragmentShader.setFloat |
do not count the sampler2D uniform. |
this uniform is set separately with FragmentShader.setImageSampler, |
with the index starting over at 0. |
any float uniforms that are left uninitialized will default to 0.0. |
<topic_end> |
<topic_start> |
current position |
the shader has access to a varying value that contains the local coordinates for |
the particular fragment being evaluated. use this feature to compute |
effects that depend on the current position, which can be accessed by |
importing the flutter/runtime_effect.glsl library and calling the |
FlutterFragCoord function. for example: |
the value returned from FlutterFragCoord is distinct from gl_FragCoord. |
gl_FragCoord provides the screen space coordinates and should generally be |
avoided to ensure that shaders are consistent across backends. |
when targeting a skia backend, |
the calls to gl_FragCoord are rewritten to access local |
coordinates but this rewriting isn’t possible with impeller. |
<topic_end> |
<topic_start> |
colors |
there isn’t a built-in data type for colors. |
instead they are commonly represented as a vec4 |
with each component corresponding to one of the RGBA |
color channels. |
the single output fragColor expects that the color value |
is normalized to be in the range of 0.0 to 1.0 |
and that it has premultiplied alpha. |
this is different than typical flutter colors which use |
a 0-255 value encoding and have unpremultipled alpha. |
<topic_end> |
<topic_start> |
samplers |
a sampler provides access to a dart:ui image object. |
this image can be acquired either from a decoded image |
or from part of the application using |
Scene.toImageSync or Picture.toImageSync. |
by default, the image uses |
TileMode.clamp to determine how values outside |
of the range of [0, 1] behave. |
customization of the tile mode is not |
supported and needs to be emulated in the shader. |
<topic_end> |
<topic_start> |
performance considerations |
when targeting the skia backend, |
loading the shader might be expensive since it |
must be compiled to the appropriate |
platform-specific shader at runtime. |
if you intend to use one or more shaders during an animation, |
consider precaching the fragment program objects before |
starting the animation. |
you can reuse a FragmentShader object across frames; |
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