2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								***** ***** ***** *** *
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								GPU functions (gpu)
 
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								***** ***** ***** *** *
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2011-10-13 06:59:09 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								..  module ::  gpu
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								This module provides access to materials GLSL shaders.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								Intro
 
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								=====
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								Module to provide functions concerning the GPU implementation in Blender, in particular
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								the GLSL shaders that blender generates automatically to render materials in the 3D view
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								and in the game engine.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  warning :: 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   The API provided by this module should be consider unstable. The data exposed by the API
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   are are closely related to Blender's internal GLSL code and may change if the GLSL code
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   is modified (e.g. new uniform type).
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								Constants
 
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								=========
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								GLSL data type
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								--------------
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  _data-type: 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								Type of GLSL data.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								For shader uniforms, the data type determines which glUniform function
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								variant to use to send the uniform value to the GPU.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								For vertex attributes, the data type determines which glVertexAttrib function
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								variant to use to send the vertex attribute to the GPU.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								See export_shader_
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DATA_1I
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   one integer
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   :value:  1 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DATA_1F
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   one float
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   :value:  2 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DATA_2F
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   two floats
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   :value:  3 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DATA_3F
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   three floats
 
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								   :value:  4 
 
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DATA_4F
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   four floats
 
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								   :value:  5 
 
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DATA_9F
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   matrix 3x3 in column-major order
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   :value:  6 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DATA_16F
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   matrix 4x4 in column-major order
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   :value:  7 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DATA_4UB
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   four unsigned byte
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   :value:  8 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								GLSL uniform type
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								-----------------
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  _uniform-type: 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								Constants that specify the type of uniform used in a GLSL shader.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								The uniform type determines the data type, origin and method
 
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								of calculation used by Blender to compute the uniform value.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								The calculation of some of the uniforms is based on matrices available in the scene:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   ..  _mat4_cam_to_world: 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   ..  _mat4_world_to_cam: 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   *mat4_cam_to_world* 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								     Model matrix of the camera. OpenGL 4x4 matrix that converts
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								     camera local coordinates to world coordinates. In blender this is obtained from the
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								     'matrix_world' attribute of the camera object.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								     Some uniform will need the *mat4_world_to_cam* 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								     matrix computed as the inverse of this matrix.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   ..  _mat4_object_to_world: 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   ..  _mat4_world_to_object: 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   *mat4_object_to_world* 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								     Model matrix of the object that is being rendered. OpenGL 4x4 matric that converts
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								     object local coordinates to world coordinates. In blender this is obtained from the
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								     'matrix_world' attribute of the object.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								     Some uniform will need the *mat4_world_to_object*  matrix, computed as the inverse of this matrix.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   ..  _mat4_lamp_to_world: 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   ..  _mat4_world_to_lamp: 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   *mat4_lamp_to_world* 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								     Model matrix of the lamp lighting the object. OpenGL 4x4 matrix that converts lamp
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								     local coordinates to world coordinates. In blender this is obtained from the
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								     'matrix_world' attribute of the lamp object.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								     Some uniform will need the *mat4_world_to_lamp*  matrix
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								     computed as the inverse of this matrix.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DYNAMIC_OBJECT_VIEWMAT
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   The uniform is a 4x4 GL matrix that converts world coordinates to
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   camera coordinates (see mat4_world_to_cam_). Can be set once per frame.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   There is at most one uniform of that type per shader.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   :value:  1 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DYNAMIC_OBJECT_MAT
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   The uniform is a 4x4 GL matrix that converts object coordinates
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   to world coordinates (see mat4_object_to_world_). Must be set before drawing the object.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   There is at most one uniform of that type per shader.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   :value:  2 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DYNAMIC_OBJECT_VIEWIMAT
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   The uniform is a 4x4 GL matrix that converts coordinates
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   in camera space to world coordinates (see mat4_cam_to_world_).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   Can be set once per frame.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   There is at most one uniform of that type per shader.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   :value:  3 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DYNAMIC_OBJECT_IMAT
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   The uniform is a 4x4 GL matrix that converts world coodinates
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   to object coordinates (see mat4_world_to_object_).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   Must be set before drawing the object.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   There is at most one uniform of that type per shader.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   :value:  4 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DYNAMIC_OBJECT_COLOR
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   The uniform is a vector of 4 float representing a RGB color + alpha defined at object level.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   Each values between 0.0 and 1.0. In blender it corresponds to the 'color' attribute of the object.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   Must be set before drawing the object.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   There is at most one uniform of that type per shader.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   :value:  5 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DYNAMIC_LAMP_DYNVEC
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   The uniform is a vector of 3 float representing the direction of light in camera space.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   In Blender, this is computed by
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   mat4_world_to_cam_ * (-vec3_lamp_Z_axis)
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   as the lamp Z axis points to the opposite direction of light.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   The norm of the vector should be unity. Can be set once per frame.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   There is one uniform of that type per lamp lighting the material.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   :value:  6 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DYNAMIC_LAMP_DYNCO
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   The uniform is a vector of 3 float representing the position of the light in camera space.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   Computed as
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   mat4_world_to_cam_ * vec3_lamp_pos
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   Can be set once per frame.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   There is one uniform of that type per lamp lighting the material.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   :value:  7 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DYNAMIC_LAMP_DYNIMAT
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   The uniform is a 4x4 GL matrix that converts vector in camera space to lamp space.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   Computed as
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   mat4_world_to_lamp_ * mat4_cam_to_world_
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   Can be set once per frame.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   There is one uniform of that type per lamp lighting the material.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   :value:  8 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DYNAMIC_LAMP_DYNPERSMAT
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   The uniform is a 4x4 GL matrix that converts a vector in camera space to shadow buffer depth space.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   Computed as
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   mat4_perspective_to_depth_ * mat4_lamp_to_perspective_ *  mat4_world_to_lamp_ * mat4_cam_to_world_.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   ..  _mat4_perspective_to_depth: 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   *mat4_perspective_to_depth*  is a fixed matrix defined as follow::
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								      0.5 0.0 0.0 0.5
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      0.0 0.5 0.0 0.5
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      0.0 0.0 0.5 0.5
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      0.0 0.0 0.0 1.0
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   This uniform can be set once per frame. There is one uniform of that type per lamp casting shadow in the scene.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   :value:  9 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DYNAMIC_LAMP_DYNENERGY
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   The uniform is a single float representing the lamp energy. In blender it corresponds
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   to the 'energy' attribute of the lamp data block.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   There is one uniform of that type per lamp lighting the material.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   :value:  10 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DYNAMIC_LAMP_DYNCOL
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   The uniform is a vector of 3 float representing the lamp color.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   Color elements are between 0.0 and 1.0. In blender it corresponds
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   to the 'color' attribute of the lamp data block.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   There is one uniform of that type per lamp lighting the material.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   :value:  11 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DYNAMIC_SAMPLER_2DBUFFER
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   The uniform is an integer representing an internal texture used for certain effect
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   (color band, etc).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   :value:  12 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DYNAMIC_SAMPLER_2DIMAGE
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   The uniform is an integer representing a texture loaded from an image file.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   :value:  13 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  GPU_DYNAMIC_SAMPLER_2DSHADOW
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   The uniform is an integer representing a shadow buffer corresponding to a lamp
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   casting shadow.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   :value:  14 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								GLSL attribute type
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								-------------------
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  _attribute-type: 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								Type of the vertex attribute used in the GLSL shader. Determines the mesh custom data
 
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								layer that contains the vertex attribute.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  CD_MTFACE
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   Vertex attribute is a UV Map. Data type is vector of 2 float.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   There can be more than one attribute of that type, they are differenciated by name.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   In blender, you can retrieve the attribute data with:
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   ..  code-block ::  python
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								      mesh.uv_textures[attribute["name"]]
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   :value:  5 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  CD_MCOL
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   Vertex attribute is color layer. Data type is vector 4 unsigned byte (RGBA).
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   There can be more than one attribute of that type, they are differenciated by name.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   In blender you can retrieve the attribute data with:
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   ..  code-block ::  python
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								      mesh.vertex_colors[attribute["name"]]
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   :value:  6 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  CD_ORCO
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   Vertex attribute is original coordinates. Data type is vector 3 float.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   There can be only 1 attribute of that type per shader.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   In blender you can retrieve the attribute data with:
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   ..  code-block ::  python
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								      mesh.vertices
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   :value:  14 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  data ::  CD_TANGENT
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   Vertex attribute is the tangent vector. Data type is vector 4 float.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   There can be only 1 attribute of that type per shader.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   There is currently no way to retrieve this attribute data via the RNA API but a standalone
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   C function to compute the tangent layer from the other layers can be obtained from
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   blender.org.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   :value:  18 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								Functions
 
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								=========
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  _export_shader: 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  function ::  export_shader(scene,material)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   Extracts the GLSL shader producing the visual effect of material in scene for the purpose of
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   reusing the shader in an external engine. This function is meant to be used in material exporter
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   so that the GLSL shader can be exported entirely. The return value is a dictionary containing the
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   shader source code and all associated data.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   :arg scene:  the scene in which the material in rendered. 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   :type scene:  :class:`bpy.types.Scene` 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   :arg material:  the material that you want to export the GLSL shader 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   :type material:  :class:`bpy.types.Material` 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   :return:  the shader source code and all associated data in a dictionary 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   :rtype:  dictionary 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   The dictionary contains the following elements:
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   *  ["fragment"] : string
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      fragment shader source code.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   *  ["vertex"] : string
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      vertex shader source code.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   *  ["uniforms"] : sequence
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      list of uniforms used in fragment shader, can be empty list. Each element of the
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      sequence is a dictionary with the following elements:
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								      *  ["varname"] : string
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         name of the uniform in the fragment shader. Always of the form 'unf<number>'.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								      *  ["datatype"] : integer
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         data type of the uniform variable. Can be one of the following:
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								         *  :data: `gpu.GPU_DATA_1I`  : use glUniform1i
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         *  :data: `gpu.GPU_DATA_1F`  : use glUniform1fv
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         *  :data: `gpu.GPU_DATA_2F`  : use glUniform2fv
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         *  :data: `gpu.GPU_DATA_3F`  : use glUniform3fv
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         *  :data: `gpu.GPU_DATA_4F`  : use glUniform4fv
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         *  :data: `gpu.GPU_DATA_9F`  : use glUniformMatrix3fv
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         *  :data: `gpu.GPU_DATA_16F`  : use glUniformMatrix4fv
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								      *  ["type"] : integer
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         type of uniform, determines the origin and method of calculation. See uniform-type_.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         Depending on the type, more elements will be be present.
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								      *  ["lamp"] : :class: `bpy.types.Object` 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         Reference to the lamp object from which the uniforms value are extracted. Set for the following uniforms types:
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								         ..  hlist :: 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            :columns:  3 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								            *  :data: `gpu.GPU_DYNAMIC_LAMP_DYNVEC` 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            *  :data: `gpu.GPU_DYNAMIC_LAMP_DYNCO` 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            *  :data: `gpu.GPU_DYNAMIC_LAMP_DYNIMAT` 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            *  :data: `gpu.GPU_DYNAMIC_LAMP_DYNPERSMAT` 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            *  :data: `gpu.GPU_DYNAMIC_LAMP_DYNENERGY` 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            *  :data: `gpu.GPU_DYNAMIC_LAMP_DYNCOL` 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            *  :data: `gpu.GPU_DYNAMIC_SAMPLER_2DSHADOW` 
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								         Notes:
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								         *  The uniforms :data: `gpu.GPU_DYNAMIC_LAMP_DYNVEC` , :data: `gpu.GPU_DYNAMIC_LAMP_DYNCO` , :data: `gpu.GPU_DYNAMIC_LAMP_DYNIMAT`  and :data: `gpu.GPU_DYNAMIC_LAMP_DYNPERSMAT` 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            refer to the lamp object position and orientation, both of can be derived from the object world matrix:
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								            ..  code-block ::  python
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								               obmat = uniform["lamp"].matrix_world
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								            where obmat is the mat4_lamp_to_world_ matrix of the lamp as a 2 dimensional array,
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            the lamp world location location is in obmat[3].
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								         *  The uniform types :data: `gpu.GPU_DYNAMIC_LAMP_DYNENERGY`  and :data: `gpu.GPU_DYNAMIC_LAMP_DYNCOL`  refer to the lamp data bloc that you get from:
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								            ..  code-block ::  python
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								               la = uniform["lamp"].data
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            from which you get la.energy and la.color
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         *  Lamp duplication is not supported: if you have duplicated lamps in your scene
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            (i.e. lamp that are instantiated by dupligroup, etc), this element will only
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            give you a reference to the orignal lamp and you will not know which instance
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            of the lamp it is refering too. You can still handle that case in the exporter
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            by distributing the uniforms amongst the duplicated lamps.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      *  ["image"] : :class: `bpy.types.Image` 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         Reference to the image databloc. Set for uniform type :data: `gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE` . You can get the image data from:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         ..  code-block ::  python
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            # full path to image file
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            uniform["image"].filepath
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            # image size as a 2-dimensional array of int
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								            uniform["image"].size
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      *  ["texnumber"] : integer
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         Channel number to which the texture is bound when drawing the object.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         Set for uniform types :data: `gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER` , :data: `gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE`  and :data: `gpu.GPU_DYNAMIC_SAMPLER_2DSHADOW` .
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         This is provided for information only: when reusing the shader outside blencer,
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         you are free to assign the textures to the channel of your choice and to pass
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         that number channel to the GPU in the uniform.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      *  ["texpixels"] : byte array
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         texture data for uniform type :data: `gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER` . Although
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         the corresponding uniform is a 2D sampler, the texture is always a 1D texture
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         of n x 1 pixel. The texture size n is provided in ["texsize"] element.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         These texture are only used for computer generated texture (colorband, etc).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         The texture data is provided so that you can make a real image out of it in the
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         exporter.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      *  ["texsize"] : integer
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         horizontal size of texture for uniform type :data: `gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER` .
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         The texture data is in ["texpixels"].
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   *  ["attributes"] : sequence
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      list of attributes used in vertex shader, can be empty. Blender doesn't use
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      standard attributes except for vertex position and normal. All other vertex
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      attributes must be passed using the generic glVertexAttrib functions.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      The attribute data can be found in the derived mesh custom data using RNA.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      Each element of the sequence is a dictionary containing the following elements:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      *  ["varname"] : string
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         name of the uniform in the vertex shader. Always of the form 'att<number>'.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      *  ["datatype"] : integer
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         data type of vertex attribute, can be one of the following:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         *  :data: `gpu.GPU_DATA_2F`  : use glVertexAttrib2fv
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         *  :data: `gpu.GPU_DATA_3F`  : use glVertexAttrib3fv
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         *  :data: `gpu.GPU_DATA_4F`  : use glVertexAttrib4fv
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         *  :data: `gpu.GPU_DATA_4UB`  : use glVertexAttrib4ubv
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      *  ["number"] : integer
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         generic attribute number. This is provided for information only. Blender
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         doesn't use glBindAttribLocation to place generic attributes at specific location,
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         it lets the shader compiler place the attributes automatically and query the
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         placement with glGetAttribLocation. The result of this placement is returned in
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         this element.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         When using this shader in a render engine, you should either use
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         glBindAttribLocation to force the attribute at this location or use
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         glGetAttribLocation to get the placement chosen by the compiler of your GPU.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      *  ["type"] : integer
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         type of the mesh custom data from which the vertex attribute is loaded.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         See attribute-type_.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      *  ["name"] : string or integer
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								         custom data layer name, used for attribute type :data: `gpu.CD_MTFACE`  and :data: `gpu.CD_MCOL` .
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   Example:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   ..  code-block ::  python
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      import gpu
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      # get GLSL shader of material Mat.001 in scene Scene.001
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      scene = bpy.data.scenes["Scene.001"]
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      material = bpy.data.materials["Mat.001"]
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      shader = gpu.export_shader(scene,material)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      # scan the uniform list and find the images used in the shader
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      for uniform in shader["uniforms"]:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								          if uniform["type"] == gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								              print("uniform {0} is using image {1}".format(uniform["varname"], uniform["image"].filepath))
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      # scan the attribute list and find the UV Map used in the shader
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      for attribute in shader["attributes"]:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								          if attribute["type"] == gpu.CD_MTFACE:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								              print("attribute {0} is using UV Map {1}".format(attribute["varname"], attribute["name"]))
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								Notes
 
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								=====
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								..  _mat4_lamp_to_perspective: 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								1.  Calculation of the *mat4_lamp_to_perspective*  matrix for a spot lamp.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   The following pseudo code shows how the *mat4_lamp_to_perspective*  matrix is computed
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								   in blender for uniforms of :data: `gpu.GPU_DYNAMIC_LAMP_DYNPERSMAT`  type::
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   ..  code-block ::  python
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      #Get the lamp datablock with:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      lamp = bpy.data.objects[uniform["lamp"]].data
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								      # Compute the projection matrix:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      #  You will need these lamp attributes:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      #  lamp.clipsta : near clip plane in world unit
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      #  lamp.clipend : far clip plane in world unit
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      #  lamp.spotsize : angle in degree of the spot light
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								      # The size of the projection plane is computed with the usual formula:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      wsize = lamp.clista * tan(lamp.spotsize/2)
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								      #And the projection matrix:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								      mat4_lamp_to_perspective = glFrustum(-wsize, wsize, -wsize, wsize, lamp.clista, lamp.clipend)
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								2.  Creation of the shadow map for a spot lamp.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								   The shadow map is the depth buffer of a render performed by placing the camera at the
 
							 
						 
					
						
							
								
									
										
										
										
											2012-02-09 06:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								   spot light position. The size of the shadow map is given by the attribute lamp.bufsize :
 
							 
						 
					
						
							
								
									
										
										
										
											2011-09-09 11:55:38 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								   shadow map size in pixel, same size in both dimensions.