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<li class="navelem"><a class="el" href="namespacesf.html">sf</a></li><li class="navelem"><a class="el" href="classsf_1_1Shader.html">Shader</a></li> </ul>
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<div class="headertitle"><div class="title">sf::Shader Class Reference<div class="ingroups"><a class="el" href="group__graphics.html">Graphics module</a></div></div></div>
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<p><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment)">Shader</a> class (vertex, geometry and fragment)
<a href="#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="Shader_8hpp_source.html">SFML/Graphics/Shader.hpp</a>&gt;</code></p>
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Inheritance diagram for sf::Shader:</div>
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Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structsf_1_1Shader_1_1CurrentTextureType.html">CurrentTextureType</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Special type that can be passed to <a class="el" href="#abf78e3bea1e9b0bab850b6b0a0de29c7" title="Specify value for float uniform.">setUniform()</a>, and that represents the texture of the object being drawn. <a href="structsf_1_1Shader_1_1CurrentTextureType.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-types" name="pub-types"></a>
Public Types</h2></td></tr>
<tr class="memitem:afaa1aa65e5de37b74d047da9def9f9b3" id="r_afaa1aa65e5de37b74d047da9def9f9b3"><td class="memItemLeft" align="right" valign="top">enum class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#afaa1aa65e5de37b74d047da9def9f9b3">Type</a> { <a class="el" href="#afaa1aa65e5de37b74d047da9def9f9b3ab22b929ba52471a02d18bb3a4e4472e6">Vertex</a>
, <a class="el" href="#afaa1aa65e5de37b74d047da9def9f9b3ad9c6333623e6357515fcbf17be806273">Geometry</a>
, <a class="el" href="#afaa1aa65e5de37b74d047da9def9f9b3a37d01b98065725fe3a1d30acf3a0064a">Fragment</a>
}</td></tr>
<tr class="memdesc:afaa1aa65e5de37b74d047da9def9f9b3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Types of shaders. <a href="#afaa1aa65e5de37b74d047da9def9f9b3">More...</a><br /></td></tr>
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Public Member Functions</h2></td></tr>
<tr class="memitem:ab78797e89296ddd93a00236e977d4368" id="r_ab78797e89296ddd93a00236e977d4368"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ab78797e89296ddd93a00236e977d4368">Shader</a> ()=default</td></tr>
<tr class="memdesc:ab78797e89296ddd93a00236e977d4368"><td class="mdescLeft">&#160;</td><td class="mdescRight">Default constructor. <br /></td></tr>
<tr class="separator:ab78797e89296ddd93a00236e977d4368"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4bac6cc8b046ecd8fb967c145a2380e6" id="r_a4bac6cc8b046ecd8fb967c145a2380e6"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a4bac6cc8b046ecd8fb967c145a2380e6">~Shader</a> ()</td></tr>
<tr class="memdesc:a4bac6cc8b046ecd8fb967c145a2380e6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Destructor. <br /></td></tr>
<tr class="separator:a4bac6cc8b046ecd8fb967c145a2380e6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa15f7fd1dd27fd8fc1f902dd9bfb0213" id="r_aa15f7fd1dd27fd8fc1f902dd9bfb0213"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#aa15f7fd1dd27fd8fc1f902dd9bfb0213">Shader</a> (const <a class="el" href="classsf_1_1Shader.html">Shader</a> &amp;)=delete</td></tr>
<tr class="memdesc:aa15f7fd1dd27fd8fc1f902dd9bfb0213"><td class="mdescLeft">&#160;</td><td class="mdescRight">Deleted copy constructor. <br /></td></tr>
<tr class="separator:aa15f7fd1dd27fd8fc1f902dd9bfb0213"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a40f012bc22cc7f06764069a68827a017" id="r_a40f012bc22cc7f06764069a68827a017"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classsf_1_1Shader.html">Shader</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a40f012bc22cc7f06764069a68827a017">operator=</a> (const <a class="el" href="classsf_1_1Shader.html">Shader</a> &amp;)=delete</td></tr>
<tr class="memdesc:a40f012bc22cc7f06764069a68827a017"><td class="mdescLeft">&#160;</td><td class="mdescRight">Deleted copy assignment. <br /></td></tr>
<tr class="separator:a40f012bc22cc7f06764069a68827a017"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2cf0a1893411c4025ed4edd1b1b308fe" id="r_a2cf0a1893411c4025ed4edd1b1b308fe"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a2cf0a1893411c4025ed4edd1b1b308fe">Shader</a> (<a class="el" href="classsf_1_1Shader.html">Shader</a> &amp;&amp;source) noexcept</td></tr>
<tr class="memdesc:a2cf0a1893411c4025ed4edd1b1b308fe"><td class="mdescLeft">&#160;</td><td class="mdescRight">Move constructor. <br /></td></tr>
<tr class="separator:a2cf0a1893411c4025ed4edd1b1b308fe"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0f5a19963776d51a37333eb1a787b729" id="r_a0f5a19963776d51a37333eb1a787b729"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classsf_1_1Shader.html">Shader</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a0f5a19963776d51a37333eb1a787b729">operator=</a> (<a class="el" href="classsf_1_1Shader.html">Shader</a> &amp;&amp;right) noexcept</td></tr>
<tr class="memdesc:a0f5a19963776d51a37333eb1a787b729"><td class="mdescLeft">&#160;</td><td class="mdescRight">Move assignment. <br /></td></tr>
<tr class="separator:a0f5a19963776d51a37333eb1a787b729"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a553df5f875196bb37dec24c10b2264c7" id="r_a553df5f875196bb37dec24c10b2264c7"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a553df5f875196bb37dec24c10b2264c7">Shader</a> (const std::filesystem::path &amp;filename, <a class="el" href="#afaa1aa65e5de37b74d047da9def9f9b3">Type</a> type)</td></tr>
<tr class="memdesc:a553df5f875196bb37dec24c10b2264c7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Construct from a shader file. <br /></td></tr>
<tr class="separator:a553df5f875196bb37dec24c10b2264c7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afa0e8d813fd14205afc8435684ac6670" id="r_afa0e8d813fd14205afc8435684ac6670"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#afa0e8d813fd14205afc8435684ac6670">Shader</a> (const std::filesystem::path &amp;vertexShaderFilename, const std::filesystem::path &amp;fragmentShaderFilename)</td></tr>
<tr class="memdesc:afa0e8d813fd14205afc8435684ac6670"><td class="mdescLeft">&#160;</td><td class="mdescRight">Construct from vertex and fragment shader files. <br /></td></tr>
<tr class="separator:afa0e8d813fd14205afc8435684ac6670"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1c2667765fd4bd42fdc8acaf1e2e6feb" id="r_a1c2667765fd4bd42fdc8acaf1e2e6feb"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a1c2667765fd4bd42fdc8acaf1e2e6feb">Shader</a> (const std::filesystem::path &amp;vertexShaderFilename, const std::filesystem::path &amp;geometryShaderFilename, const std::filesystem::path &amp;fragmentShaderFilename)</td></tr>
<tr class="memdesc:a1c2667765fd4bd42fdc8acaf1e2e6feb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Construct from vertex, geometry and fragment shader files. <br /></td></tr>
<tr class="separator:a1c2667765fd4bd42fdc8acaf1e2e6feb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af139675cc9d0f49618316fbff01e434c" id="r_af139675cc9d0f49618316fbff01e434c"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#af139675cc9d0f49618316fbff01e434c">Shader</a> (std::string_view shader, <a class="el" href="#afaa1aa65e5de37b74d047da9def9f9b3">Type</a> type)</td></tr>
<tr class="memdesc:af139675cc9d0f49618316fbff01e434c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Construct from shader in memory. <br /></td></tr>
<tr class="separator:af139675cc9d0f49618316fbff01e434c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac4b2cdd1c2a34602898021502b098b44" id="r_ac4b2cdd1c2a34602898021502b098b44"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ac4b2cdd1c2a34602898021502b098b44">Shader</a> (std::string_view vertexShader, std::string_view fragmentShader)</td></tr>
<tr class="memdesc:ac4b2cdd1c2a34602898021502b098b44"><td class="mdescLeft">&#160;</td><td class="mdescRight">Construct from vertex and fragment shaders in memory. <br /></td></tr>
<tr class="separator:ac4b2cdd1c2a34602898021502b098b44"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aed276e30031b2964c1643284731ea7b5" id="r_aed276e30031b2964c1643284731ea7b5"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#aed276e30031b2964c1643284731ea7b5">Shader</a> (std::string_view vertexShader, std::string_view geometryShader, std::string_view fragmentShader)</td></tr>
<tr class="memdesc:aed276e30031b2964c1643284731ea7b5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Construct from vertex, geometry and fragment shaders in memory. <br /></td></tr>
<tr class="separator:aed276e30031b2964c1643284731ea7b5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1bde98c36b5fb56bc014b0f105b3efbd" id="r_a1bde98c36b5fb56bc014b0f105b3efbd"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a1bde98c36b5fb56bc014b0f105b3efbd">Shader</a> (<a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;stream, <a class="el" href="#afaa1aa65e5de37b74d047da9def9f9b3">Type</a> type)</td></tr>
<tr class="memdesc:a1bde98c36b5fb56bc014b0f105b3efbd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Construct from a shader stream. <br /></td></tr>
<tr class="separator:a1bde98c36b5fb56bc014b0f105b3efbd"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8bf91ee6135e498bae1378e9136d1904" id="r_a8bf91ee6135e498bae1378e9136d1904"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a8bf91ee6135e498bae1378e9136d1904">Shader</a> (<a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;vertexShaderStream, <a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;fragmentShaderStream)</td></tr>
<tr class="memdesc:a8bf91ee6135e498bae1378e9136d1904"><td class="mdescLeft">&#160;</td><td class="mdescRight">Construct from vertex and fragment shader streams. <br /></td></tr>
<tr class="separator:a8bf91ee6135e498bae1378e9136d1904"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af220be3da7cf11a29f335e51591bcf56" id="r_af220be3da7cf11a29f335e51591bcf56"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#af220be3da7cf11a29f335e51591bcf56">Shader</a> (<a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;vertexShaderStream, <a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;geometryShaderStream, <a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;fragmentShaderStream)</td></tr>
<tr class="memdesc:af220be3da7cf11a29f335e51591bcf56"><td class="mdescLeft">&#160;</td><td class="mdescRight">Construct from vertex, geometry and fragment shader streams. <br /></td></tr>
<tr class="separator:af220be3da7cf11a29f335e51591bcf56"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a638d43cf5ec37333b3a3f4573851fd31" id="r_a638d43cf5ec37333b3a3f4573851fd31"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a638d43cf5ec37333b3a3f4573851fd31">loadFromFile</a> (const std::filesystem::path &amp;filename, <a class="el" href="#afaa1aa65e5de37b74d047da9def9f9b3">Type</a> type)</td></tr>
<tr class="memdesc:a638d43cf5ec37333b3a3f4573851fd31"><td class="mdescLeft">&#160;</td><td class="mdescRight">Load the vertex, geometry or fragment shader from a file. <br /></td></tr>
<tr class="separator:a638d43cf5ec37333b3a3f4573851fd31"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8359d1ba28c362ad6986d94a4e08d9ff" id="r_a8359d1ba28c362ad6986d94a4e08d9ff"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a8359d1ba28c362ad6986d94a4e08d9ff">loadFromFile</a> (const std::filesystem::path &amp;vertexShaderFilename, const std::filesystem::path &amp;fragmentShaderFilename)</td></tr>
<tr class="memdesc:a8359d1ba28c362ad6986d94a4e08d9ff"><td class="mdescLeft">&#160;</td><td class="mdescRight">Load both the vertex and fragment shaders from files. <br /></td></tr>
<tr class="separator:a8359d1ba28c362ad6986d94a4e08d9ff"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a31149ff12459945086847e8a8537ab16" id="r_a31149ff12459945086847e8a8537ab16"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a31149ff12459945086847e8a8537ab16">loadFromFile</a> (const std::filesystem::path &amp;vertexShaderFilename, const std::filesystem::path &amp;geometryShaderFilename, const std::filesystem::path &amp;fragmentShaderFilename)</td></tr>
<tr class="memdesc:a31149ff12459945086847e8a8537ab16"><td class="mdescLeft">&#160;</td><td class="mdescRight">Load the vertex, geometry and fragment shaders from files. <br /></td></tr>
<tr class="separator:a31149ff12459945086847e8a8537ab16"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ade120804b58f6f9b1b1803ad3f97da07" id="r_ade120804b58f6f9b1b1803ad3f97da07"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ade120804b58f6f9b1b1803ad3f97da07">loadFromMemory</a> (std::string_view shader, <a class="el" href="#afaa1aa65e5de37b74d047da9def9f9b3">Type</a> type)</td></tr>
<tr class="memdesc:ade120804b58f6f9b1b1803ad3f97da07"><td class="mdescLeft">&#160;</td><td class="mdescRight">Load the vertex, geometry or fragment shader from a source code in memory. <br /></td></tr>
<tr class="separator:ade120804b58f6f9b1b1803ad3f97da07"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8629b13e5ffbfb0f5514ad864d5a75b9" id="r_a8629b13e5ffbfb0f5514ad864d5a75b9"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a8629b13e5ffbfb0f5514ad864d5a75b9">loadFromMemory</a> (std::string_view vertexShader, std::string_view fragmentShader)</td></tr>
<tr class="memdesc:a8629b13e5ffbfb0f5514ad864d5a75b9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Load both the vertex and fragment shaders from source codes in memory. <br /></td></tr>
<tr class="separator:a8629b13e5ffbfb0f5514ad864d5a75b9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afa694f4b219011ea28c1f262a63df1c2" id="r_afa694f4b219011ea28c1f262a63df1c2"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#afa694f4b219011ea28c1f262a63df1c2">loadFromMemory</a> (std::string_view vertexShader, std::string_view geometryShader, std::string_view fragmentShader)</td></tr>
<tr class="memdesc:afa694f4b219011ea28c1f262a63df1c2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Load the vertex, geometry and fragment shaders from source codes in memory. <br /></td></tr>
<tr class="separator:afa694f4b219011ea28c1f262a63df1c2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2ee1b130c0606e4f8bcdf65c1efc2a53" id="r_a2ee1b130c0606e4f8bcdf65c1efc2a53"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a2ee1b130c0606e4f8bcdf65c1efc2a53">loadFromStream</a> (<a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;stream, <a class="el" href="#afaa1aa65e5de37b74d047da9def9f9b3">Type</a> type)</td></tr>
<tr class="memdesc:a2ee1b130c0606e4f8bcdf65c1efc2a53"><td class="mdescLeft">&#160;</td><td class="mdescRight">Load the vertex, geometry or fragment shader from a custom stream. <br /></td></tr>
<tr class="separator:a2ee1b130c0606e4f8bcdf65c1efc2a53"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3b7958159ffb5596c4babc3052e35465" id="r_a3b7958159ffb5596c4babc3052e35465"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a3b7958159ffb5596c4babc3052e35465">loadFromStream</a> (<a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;vertexShaderStream, <a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;fragmentShaderStream)</td></tr>
<tr class="memdesc:a3b7958159ffb5596c4babc3052e35465"><td class="mdescLeft">&#160;</td><td class="mdescRight">Load both the vertex and fragment shaders from custom streams. <br /></td></tr>
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<tr class="memitem:aa08f1c091806205e6654db9d83197fcd" id="r_aa08f1c091806205e6654db9d83197fcd"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#aa08f1c091806205e6654db9d83197fcd">loadFromStream</a> (<a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;vertexShaderStream, <a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;geometryShaderStream, <a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;fragmentShaderStream)</td></tr>
<tr class="memdesc:aa08f1c091806205e6654db9d83197fcd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Load the vertex, geometry and fragment shaders from custom streams. <br /></td></tr>
<tr class="separator:aa08f1c091806205e6654db9d83197fcd"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abf78e3bea1e9b0bab850b6b0a0de29c7" id="r_abf78e3bea1e9b0bab850b6b0a0de29c7"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#abf78e3bea1e9b0bab850b6b0a0de29c7">setUniform</a> (const std::string &amp;name, float x)</td></tr>
<tr class="memdesc:abf78e3bea1e9b0bab850b6b0a0de29c7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify value for <code>float</code> uniform. <br /></td></tr>
<tr class="separator:abf78e3bea1e9b0bab850b6b0a0de29c7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a72d88533a2a67ca97cf94e083b23f015" id="r_a72d88533a2a67ca97cf94e083b23f015"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a72d88533a2a67ca97cf94e083b23f015">setUniform</a> (const std::string &amp;name, <a class="el" href="namespacesf_1_1Glsl.html#a568cbc1294c66f95c66c6b28dffa2fc1">Glsl::Vec2</a> vector)</td></tr>
<tr class="memdesc:a72d88533a2a67ca97cf94e083b23f015"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify value for <code>vec2</code> uniform. <br /></td></tr>
<tr class="separator:a72d88533a2a67ca97cf94e083b23f015"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aad654ad8de6f0c56191fa7b8cea21db2" id="r_aad654ad8de6f0c56191fa7b8cea21db2"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#aad654ad8de6f0c56191fa7b8cea21db2">setUniform</a> (const std::string &amp;name, const <a class="el" href="namespacesf_1_1Glsl.html#a35f391b7d627d53162e48c14f9877653">Glsl::Vec3</a> &amp;vector)</td></tr>
<tr class="memdesc:aad654ad8de6f0c56191fa7b8cea21db2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify value for <code>vec3</code> uniform. <br /></td></tr>
<tr class="separator:aad654ad8de6f0c56191fa7b8cea21db2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abc1aee8343800680fd62e1f3d43c24bf" id="r_abc1aee8343800680fd62e1f3d43c24bf"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#abc1aee8343800680fd62e1f3d43c24bf">setUniform</a> (const std::string &amp;name, const <a class="el" href="namespacesf_1_1Glsl.html#abf169ad4f8b5405d6b2f37ecd9d28cbd">Glsl::Vec4</a> &amp;vector)</td></tr>
<tr class="memdesc:abc1aee8343800680fd62e1f3d43c24bf"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify value for <code>vec4</code> uniform. <br /></td></tr>
<tr class="separator:abc1aee8343800680fd62e1f3d43c24bf"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae4fc8b4c18e6b653952bce5c8c81e4a0" id="r_ae4fc8b4c18e6b653952bce5c8c81e4a0"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ae4fc8b4c18e6b653952bce5c8c81e4a0">setUniform</a> (const std::string &amp;name, int x)</td></tr>
<tr class="memdesc:ae4fc8b4c18e6b653952bce5c8c81e4a0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify value for <code>int</code> uniform. <br /></td></tr>
<tr class="separator:ae4fc8b4c18e6b653952bce5c8c81e4a0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9f7cae650d9b5a127b575b1c4045f86d" id="r_a9f7cae650d9b5a127b575b1c4045f86d"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a9f7cae650d9b5a127b575b1c4045f86d">setUniform</a> (const std::string &amp;name, <a class="el" href="namespacesf_1_1Glsl.html#a290fe798ce4c2177901fad1d053f583d">Glsl::Ivec2</a> vector)</td></tr>
<tr class="memdesc:a9f7cae650d9b5a127b575b1c4045f86d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify value for <code>ivec2</code> uniform. <br /></td></tr>
<tr class="separator:a9f7cae650d9b5a127b575b1c4045f86d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9e328e3e97cd753fdc7b842f4b0f202e" id="r_a9e328e3e97cd753fdc7b842f4b0f202e"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a9e328e3e97cd753fdc7b842f4b0f202e">setUniform</a> (const std::string &amp;name, const <a class="el" href="namespacesf_1_1Glsl.html#a637fa3f9717a5fd04ad841d2f9333f79">Glsl::Ivec3</a> &amp;vector)</td></tr>
<tr class="memdesc:a9e328e3e97cd753fdc7b842f4b0f202e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify value for <code>ivec3</code> uniform. <br /></td></tr>
<tr class="separator:a9e328e3e97cd753fdc7b842f4b0f202e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a380e7a5a2896162c5fd08966c4523790" id="r_a380e7a5a2896162c5fd08966c4523790"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a380e7a5a2896162c5fd08966c4523790">setUniform</a> (const std::string &amp;name, const <a class="el" href="namespacesf_1_1Glsl.html#a367d451b5e74d4961effa15f77723906">Glsl::Ivec4</a> &amp;vector)</td></tr>
<tr class="memdesc:a380e7a5a2896162c5fd08966c4523790"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify value for <code>ivec4</code> uniform. <br /></td></tr>
<tr class="separator:a380e7a5a2896162c5fd08966c4523790"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af417027ac72c06e6cfbf30975cd678e9" id="r_af417027ac72c06e6cfbf30975cd678e9"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#af417027ac72c06e6cfbf30975cd678e9">setUniform</a> (const std::string &amp;name, bool x)</td></tr>
<tr class="memdesc:af417027ac72c06e6cfbf30975cd678e9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify value for <code>bool</code> uniform. <br /></td></tr>
<tr class="separator:af417027ac72c06e6cfbf30975cd678e9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8624c9d5fcab073f26b41d1088b871fd" id="r_a8624c9d5fcab073f26b41d1088b871fd"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a8624c9d5fcab073f26b41d1088b871fd">setUniform</a> (const std::string &amp;name, <a class="el" href="namespacesf_1_1Glsl.html#a59b28a237d06d420f48ee254b23f6513">Glsl::Bvec2</a> vector)</td></tr>
<tr class="memdesc:a8624c9d5fcab073f26b41d1088b871fd"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify value for <code>bvec2</code> uniform. <br /></td></tr>
<tr class="separator:a8624c9d5fcab073f26b41d1088b871fd"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab06830875c82476fbb9c975cdeb78a11" id="r_ab06830875c82476fbb9c975cdeb78a11"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ab06830875c82476fbb9c975cdeb78a11">setUniform</a> (const std::string &amp;name, const <a class="el" href="namespacesf_1_1Glsl.html#ab63a2d13e86877f959b05516d3bf6e50">Glsl::Bvec3</a> &amp;vector)</td></tr>
<tr class="memdesc:ab06830875c82476fbb9c975cdeb78a11"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify value for <code>bvec3</code> uniform. <br /></td></tr>
<tr class="separator:ab06830875c82476fbb9c975cdeb78a11"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac8db3e0adf1129abf24f0a51a7ec36f4" id="r_ac8db3e0adf1129abf24f0a51a7ec36f4"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ac8db3e0adf1129abf24f0a51a7ec36f4">setUniform</a> (const std::string &amp;name, const <a class="el" href="namespacesf_1_1Glsl.html#afc300406e5b906bfb0c650efcdb529e4">Glsl::Bvec4</a> &amp;vector)</td></tr>
<tr class="memdesc:ac8db3e0adf1129abf24f0a51a7ec36f4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify value for <code>bvec4</code> uniform. <br /></td></tr>
<tr class="separator:ac8db3e0adf1129abf24f0a51a7ec36f4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac1198ae0152d439bc05781046883e281" id="r_ac1198ae0152d439bc05781046883e281"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ac1198ae0152d439bc05781046883e281">setUniform</a> (const std::string &amp;name, const <a class="el" href="namespacesf_1_1Glsl.html#a207da683a577343ae0633aed1b1fa12f">Glsl::Mat3</a> &amp;matrix)</td></tr>
<tr class="memdesc:ac1198ae0152d439bc05781046883e281"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify value for <code>mat3</code> matrix. <br /></td></tr>
<tr class="separator:ac1198ae0152d439bc05781046883e281"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aca5c55c4a3b23d21e33dbdaab7990755" id="r_aca5c55c4a3b23d21e33dbdaab7990755"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#aca5c55c4a3b23d21e33dbdaab7990755">setUniform</a> (const std::string &amp;name, const <a class="el" href="namespacesf_1_1Glsl.html#ac7e4d95124aac05edea445249a71c00c">Glsl::Mat4</a> &amp;matrix)</td></tr>
<tr class="memdesc:aca5c55c4a3b23d21e33dbdaab7990755"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify value for <code>mat4</code> matrix. <br /></td></tr>
<tr class="separator:aca5c55c4a3b23d21e33dbdaab7990755"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7806a29ffbd0ee9251256a9e7265d479" id="r_a7806a29ffbd0ee9251256a9e7265d479"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a7806a29ffbd0ee9251256a9e7265d479">setUniform</a> (const std::string &amp;name, const <a class="el" href="classsf_1_1Texture.html">Texture</a> &amp;texture)</td></tr>
<tr class="memdesc:a7806a29ffbd0ee9251256a9e7265d479"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify a texture as <code>sampler2D</code> uniform. <br /></td></tr>
<tr class="separator:a7806a29ffbd0ee9251256a9e7265d479"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad152e92cb6132d4f87ed0a9a0f4ef9a0" id="r_ad152e92cb6132d4f87ed0a9a0f4ef9a0"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ad152e92cb6132d4f87ed0a9a0f4ef9a0">setUniform</a> (const std::string &amp;name, const <a class="el" href="classsf_1_1Texture.html">Texture</a> &amp;&amp;texture)=delete</td></tr>
<tr class="memdesc:ad152e92cb6132d4f87ed0a9a0f4ef9a0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Disallow setting from a temporary texture. <br /></td></tr>
<tr class="separator:ad152e92cb6132d4f87ed0a9a0f4ef9a0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab18f531e1f726b88fec1cf5a1e6af26d" id="r_ab18f531e1f726b88fec1cf5a1e6af26d"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ab18f531e1f726b88fec1cf5a1e6af26d">setUniform</a> (const std::string &amp;name, <a class="el" href="structsf_1_1Shader_1_1CurrentTextureType.html">CurrentTextureType</a>)</td></tr>
<tr class="memdesc:ab18f531e1f726b88fec1cf5a1e6af26d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify current texture as <code>sampler2D</code> uniform. <br /></td></tr>
<tr class="separator:ab18f531e1f726b88fec1cf5a1e6af26d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a731d3b9953c50fe7d3fb03340b97deff" id="r_a731d3b9953c50fe7d3fb03340b97deff"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a731d3b9953c50fe7d3fb03340b97deff">setUniformArray</a> (const std::string &amp;name, const float *scalarArray, std::size_t length)</td></tr>
<tr class="memdesc:a731d3b9953c50fe7d3fb03340b97deff"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify values for <code>float</code>[] array uniform. <br /></td></tr>
<tr class="separator:a731d3b9953c50fe7d3fb03340b97deff"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab2e2eab45d9a091f3720c0879a5bb026" id="r_ab2e2eab45d9a091f3720c0879a5bb026"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ab2e2eab45d9a091f3720c0879a5bb026">setUniformArray</a> (const std::string &amp;name, const <a class="el" href="namespacesf_1_1Glsl.html#a568cbc1294c66f95c66c6b28dffa2fc1">Glsl::Vec2</a> *vectorArray, std::size_t length)</td></tr>
<tr class="memdesc:ab2e2eab45d9a091f3720c0879a5bb026"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify values for <code>vec2</code>[] array uniform. <br /></td></tr>
<tr class="separator:ab2e2eab45d9a091f3720c0879a5bb026"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aeae884292fed977bbea5039818f208e7" id="r_aeae884292fed977bbea5039818f208e7"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#aeae884292fed977bbea5039818f208e7">setUniformArray</a> (const std::string &amp;name, const <a class="el" href="namespacesf_1_1Glsl.html#a35f391b7d627d53162e48c14f9877653">Glsl::Vec3</a> *vectorArray, std::size_t length)</td></tr>
<tr class="memdesc:aeae884292fed977bbea5039818f208e7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify values for <code>vec3</code>[] array uniform. <br /></td></tr>
<tr class="separator:aeae884292fed977bbea5039818f208e7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa89ac1ea7918c9b1c2232df59affb7fa" id="r_aa89ac1ea7918c9b1c2232df59affb7fa"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#aa89ac1ea7918c9b1c2232df59affb7fa">setUniformArray</a> (const std::string &amp;name, const <a class="el" href="namespacesf_1_1Glsl.html#abf169ad4f8b5405d6b2f37ecd9d28cbd">Glsl::Vec4</a> *vectorArray, std::size_t length)</td></tr>
<tr class="memdesc:aa89ac1ea7918c9b1c2232df59affb7fa"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify values for <code>vec4</code>[] array uniform. <br /></td></tr>
<tr class="separator:aa89ac1ea7918c9b1c2232df59affb7fa"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a69587701d347ba21d506197d0fb9f842" id="r_a69587701d347ba21d506197d0fb9f842"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a69587701d347ba21d506197d0fb9f842">setUniformArray</a> (const std::string &amp;name, const <a class="el" href="namespacesf_1_1Glsl.html#a207da683a577343ae0633aed1b1fa12f">Glsl::Mat3</a> *matrixArray, std::size_t length)</td></tr>
<tr class="memdesc:a69587701d347ba21d506197d0fb9f842"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify values for <code>mat3</code>[] array uniform. <br /></td></tr>
<tr class="separator:a69587701d347ba21d506197d0fb9f842"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a066b0ba02e1c1bddc9e2571eca1156ab" id="r_a066b0ba02e1c1bddc9e2571eca1156ab"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a066b0ba02e1c1bddc9e2571eca1156ab">setUniformArray</a> (const std::string &amp;name, const <a class="el" href="namespacesf_1_1Glsl.html#ac7e4d95124aac05edea445249a71c00c">Glsl::Mat4</a> *matrixArray, std::size_t length)</td></tr>
<tr class="memdesc:a066b0ba02e1c1bddc9e2571eca1156ab"><td class="mdescLeft">&#160;</td><td class="mdescRight">Specify values for <code>mat4</code>[] array uniform. <br /></td></tr>
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<tr class="memitem:ac14d0bf7afe7b6bb415d309f9c707188" id="r_ac14d0bf7afe7b6bb415d309f9c707188"><td class="memItemLeft" align="right" valign="top">unsigned int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ac14d0bf7afe7b6bb415d309f9c707188">getNativeHandle</a> () const</td></tr>
<tr class="memdesc:ac14d0bf7afe7b6bb415d309f9c707188"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the underlying OpenGL handle of the shader. <br /></td></tr>
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Static Public Member Functions</h2></td></tr>
<tr class="memitem:a09778f78afcbeb854d608c8dacd8ea30" id="r_a09778f78afcbeb854d608c8dacd8ea30"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a09778f78afcbeb854d608c8dacd8ea30">bind</a> (const <a class="el" href="classsf_1_1Shader.html">Shader</a> *shader)</td></tr>
<tr class="memdesc:a09778f78afcbeb854d608c8dacd8ea30"><td class="mdescLeft">&#160;</td><td class="mdescRight">Bind a shader for rendering. <br /></td></tr>
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<tr class="memitem:ad22474690bafe4a305c1b9826b1bd86a" id="r_ad22474690bafe4a305c1b9826b1bd86a"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ad22474690bafe4a305c1b9826b1bd86a">isAvailable</a> ()</td></tr>
<tr class="memdesc:ad22474690bafe4a305c1b9826b1bd86a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Tell whether or not the system supports shaders. <br /></td></tr>
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<tr class="memdesc:a45db14baf1bbc688577f81813b1fce96"><td class="mdescLeft">&#160;</td><td class="mdescRight">Tell whether or not the system supports geometry shaders. <br /></td></tr>
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Static Public Attributes</h2></td></tr>
<tr class="memitem:ac84c7953eec2e19358ea6e2cc5385b8d" id="r_ac84c7953eec2e19358ea6e2cc5385b8d"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="structsf_1_1Shader_1_1CurrentTextureType.html">CurrentTextureType</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ac84c7953eec2e19358ea6e2cc5385b8d">CurrentTexture</a></td></tr>
<tr class="memdesc:ac84c7953eec2e19358ea6e2cc5385b8d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents the texture of the object being drawn. <br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment)">Shader</a> class (vertex, geometry and fragment) </p>
<p>Shaders are programs written using a specific language, executed directly by the graphics card and allowing to apply real-time operations to the rendered entities.</p>
<p>There are three kinds of shaders: </p><ul>
<li>Vertex shaders, that process vertices </li>
<li>Geometry shaders, that process primitives </li>
<li>Fragment (pixel) shaders, that process pixels</li>
</ul>
<p>A <code><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment)">sf::Shader</a></code> can be composed of either a vertex shader alone, a geometry shader alone, a fragment shader alone, or any combination of them. (see the variants of the load functions).</p>
<p>Shaders are written in GLSL, which is a C-like language dedicated to OpenGL shaders. You'll probably need to learn its basics before writing your own shaders for SFML.</p>
<p>Like any C/C++ program, a GLSL shader has its own variables called <em>uniforms</em> that you can set from your C++ application. <code><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment)">sf::Shader</a></code> handles different types of uniforms: </p><ul>
<li>scalars: <code>float</code>, <code>int</code>, <code>bool</code> </li>
<li>vectors (2, 3 or 4 components) </li>
<li>matrices (3x3 or 4x4) </li>
<li>samplers (textures)</li>
</ul>
<p>Some SFML-specific types can be converted: </p><ul>
<li><code><a class="el" href="classsf_1_1Color.html" title="Utility class for manipulating RGBA colors.">sf::Color</a></code> as a 4D vector (<code>vec4</code>) </li>
<li><code><a class="el" href="classsf_1_1Transform.html" title="3x3 transform matrix">sf::Transform</a></code> as matrices (<code>mat3</code> or <code>mat4</code>)</li>
</ul>
<p>Every uniform variable in a shader can be set through one of the <code><a class="el" href="#abf78e3bea1e9b0bab850b6b0a0de29c7" title="Specify value for float uniform.">setUniform()</a></code> or <code><a class="el" href="#a731d3b9953c50fe7d3fb03340b97deff" title="Specify values for float[] array uniform.">setUniformArray()</a></code> overloads. For example, if you have a shader with the following uniforms: </p><div class="fragment"><div class="line">uniform <span class="keywordtype">float</span> offset;</div>
<div class="line">uniform vec3 point;</div>
<div class="line">uniform vec4 color;</div>
<div class="line">uniform mat4 matrix;</div>
<div class="line">uniform sampler2D overlay;</div>
<div class="line">uniform sampler2D current;</div>
</div><!-- fragment --><p> You can set their values from C++ code as follows, using the types defined in the <code><a class="el" href="namespacesf_1_1Glsl.html" title="Namespace with GLSL types.">sf::Glsl</a></code> namespace: </p><div class="fragment"><div class="line">shader.setUniform(<span class="stringliteral">&quot;offset&quot;</span>, 2.f);</div>
<div class="line">shader.setUniform(<span class="stringliteral">&quot;point&quot;</span>, <a class="code hl_class" href="classsf_1_1Vector3.html">sf::Vector3f</a>(0.5f, 0.8f, 0.3f));</div>
<div class="line">shader.setUniform(<span class="stringliteral">&quot;color&quot;</span>, <a class="code hl_typedef" href="namespacesf_1_1Glsl.html#abf169ad4f8b5405d6b2f37ecd9d28cbd">sf::Glsl::Vec4</a>(color)); <span class="comment">// color is a sf::Color</span></div>
<div class="line">shader.setUniform(<span class="stringliteral">&quot;matrix&quot;</span>, <a class="code hl_typedef" href="namespacesf_1_1Glsl.html#ac7e4d95124aac05edea445249a71c00c">sf::Glsl::Mat4</a>(transform)); <span class="comment">// transform is a sf::Transform</span></div>
<div class="line">shader.setUniform(<span class="stringliteral">&quot;overlay&quot;</span>, texture); <span class="comment">// texture is a sf::Texture</span></div>
<div class="line">shader.setUniform(<span class="stringliteral">&quot;current&quot;</span>, <a class="code hl_variable" href="#ac84c7953eec2e19358ea6e2cc5385b8d">sf::Shader::CurrentTexture</a>);</div>
<div class="ttc" id="aclasssf_1_1Shader_html_ac84c7953eec2e19358ea6e2cc5385b8d"><div class="ttname"><a href="#ac84c7953eec2e19358ea6e2cc5385b8d">sf::Shader::CurrentTexture</a></div><div class="ttdeci">static CurrentTextureType CurrentTexture</div><div class="ttdoc">Represents the texture of the object being drawn.</div><div class="ttdef"><b>Definition</b> <a href="Shader_8hpp_source.html#l00085">Shader.hpp:85</a></div></div>
<div class="ttc" id="aclasssf_1_1Vector3_html"><div class="ttname"><a href="classsf_1_1Vector3.html">sf::Vector3&lt; float &gt;</a></div></div>
<div class="ttc" id="anamespacesf_1_1Glsl_html_abf169ad4f8b5405d6b2f37ecd9d28cbd"><div class="ttname"><a href="namespacesf_1_1Glsl.html#abf169ad4f8b5405d6b2f37ecd9d28cbd">sf::Glsl::Vec4</a></div><div class="ttdeci">ImplementationDefined Vec4</div><div class="ttdoc">4D float vector (vec4 in GLSL)</div><div class="ttdef"><b>Definition</b> <a href="Glsl_8hpp_source.html#l00107">Glsl.hpp:107</a></div></div>
<div class="ttc" id="anamespacesf_1_1Glsl_html_ac7e4d95124aac05edea445249a71c00c"><div class="ttname"><a href="namespacesf_1_1Glsl.html#ac7e4d95124aac05edea445249a71c00c">sf::Glsl::Mat4</a></div><div class="ttdeci">ImplementationDefined Mat4</div><div class="ttdoc">4x4 float matrix (mat4 in GLSL)</div><div class="ttdef"><b>Definition</b> <a href="Glsl_8hpp_source.html#l00178">Glsl.hpp:178</a></div></div>
</div><!-- fragment --><p>The special <code><a class="el" href="#ac84c7953eec2e19358ea6e2cc5385b8d" title="Represents the texture of the object being drawn.">Shader::CurrentTexture</a></code> argument maps the given <code>sampler2D</code> uniform to the current texture of the object being drawn (which cannot be known in advance).</p>
<p>To apply a shader to a drawable, you must pass it as an additional parameter to the <code><a class="el" href="classsf_1_1RenderTarget.html#a12417a3bcc245c41d957b29583556f39" title="Draw a drawable object to the render target.">RenderWindow::draw</a></code> function: </p><div class="fragment"><div class="line">window.draw(sprite, &amp;shader);</div>
</div><!-- fragment --><p>... which is in fact just a shortcut for this: </p><div class="fragment"><div class="line"><a class="code hl_class" href="structsf_1_1RenderStates.html">sf::RenderStates</a> states;</div>
<div class="line">states.<a class="code hl_variable" href="structsf_1_1RenderStates.html#ad4f79ecdd0c60ed0d24fbe555b221bd8">shader</a> = &amp;shader;</div>
<div class="line">window.draw(sprite, states);</div>
<div class="ttc" id="astructsf_1_1RenderStates_html"><div class="ttname"><a href="structsf_1_1RenderStates.html">sf::RenderStates</a></div><div class="ttdoc">Define the states used for drawing to a RenderTarget</div><div class="ttdef"><b>Definition</b> <a href="RenderStates_8hpp_source.html#l00047">RenderStates.hpp:48</a></div></div>
<div class="ttc" id="astructsf_1_1RenderStates_html_ad4f79ecdd0c60ed0d24fbe555b221bd8"><div class="ttname"><a href="structsf_1_1RenderStates.html#ad4f79ecdd0c60ed0d24fbe555b221bd8">sf::RenderStates::shader</a></div><div class="ttdeci">const Shader * shader</div><div class="ttdoc">Shader.</div><div class="ttdef"><b>Definition</b> <a href="RenderStates_8hpp_source.html#l00136">RenderStates.hpp:136</a></div></div>
</div><!-- fragment --><p>In the code above we pass a pointer to the shader, because it may be null (which means "no shader").</p>
<p>Shaders can be used on any drawable, but some combinations are not interesting. For example, using a vertex shader on a <code><a class="el" href="classsf_1_1Sprite.html" title="Drawable representation of a texture, with its own transformations, color, etc.">sf::Sprite</a></code> is limited because there are only 4 vertices, the sprite would have to be subdivided in order to apply wave effects. Another bad example is a fragment shader with <code><a class="el" href="classsf_1_1Text.html" title="Graphical text that can be drawn to a render target.">sf::Text</a></code>: the texture of the text is not the actual text that you see on screen, it is a big texture containing all the characters of the font in an arbitrary order; thus, texture lookups on pixels other than the current one may not give you the expected result.</p>
<p>Shaders can also be used to apply global post-effects to the current contents of the target. This can be done in two different ways: </p><ul>
<li>draw everything to a <code><a class="el" href="classsf_1_1RenderTexture.html" title="Target for off-screen 2D rendering into a texture.">sf::RenderTexture</a></code>, then draw it to the main target using the shader </li>
<li>draw everything directly to the main target, then use <code><a class="el" href="classsf_1_1Texture.html#aeaf40495f5860120b95d190def4f8bbc" title="Update the whole texture from an array of pixels.">sf::Texture::update</a>(<a class="el" href="classsf_1_1Window.html" title="Window that serves as a target for OpenGL rendering.">Window</a>&amp;)</code> to copy its contents to a texture and draw it to the main target using the shader</li>
</ul>
<p>The first technique is more optimized because it doesn't involve retrieving the target's pixels to system memory, but the second one doesn't impact the rendering process and can be easily inserted anywhere without impacting all the code.</p>
<p>Like <code><a class="el" href="classsf_1_1Texture.html" title="Image living on the graphics card that can be used for drawing.">sf::Texture</a></code> that can be used as a raw OpenGL texture, <code><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment)">sf::Shader</a></code> can also be used directly as a raw shader for custom OpenGL geometry. </p><div class="fragment"><div class="line"><a class="code hl_function" href="#a09778f78afcbeb854d608c8dacd8ea30">sf::Shader::bind</a>(&amp;shader);</div>
<div class="line">... render OpenGL geometry ...</div>
<div class="line">sf::Shader::bind(<span class="keyword">nullptr</span>);</div>
<div class="ttc" id="aclasssf_1_1Shader_html_a09778f78afcbeb854d608c8dacd8ea30"><div class="ttname"><a href="#a09778f78afcbeb854d608c8dacd8ea30">sf::Shader::bind</a></div><div class="ttdeci">static void bind(const Shader *shader)</div><div class="ttdoc">Bind a shader for rendering.</div></div>
</div><!-- fragment --><dl class="section see"><dt>See also</dt><dd><code><a class="el" href="namespacesf_1_1Glsl.html" title="Namespace with GLSL types.">sf::Glsl</a></code> </dd></dl>
<p class="definition">Definition at line <a class="el" href="Shader_8hpp_source.html#l00053">53</a> of file <a class="el" href="Shader_8hpp_source.html">Shader.hpp</a>.</p>
</div><h2 class="groupheader">Member Enumeration Documentation</h2>
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<p>Types of shaders. </p>
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<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="afaa1aa65e5de37b74d047da9def9f9b3ab22b929ba52471a02d18bb3a4e4472e6" name="afaa1aa65e5de37b74d047da9def9f9b3ab22b929ba52471a02d18bb3a4e4472e6"></a>Vertex&#160;</td><td class="fielddoc"><p>Vertex shader </p>
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<tr><td class="fieldname"><a id="afaa1aa65e5de37b74d047da9def9f9b3ad9c6333623e6357515fcbf17be806273" name="afaa1aa65e5de37b74d047da9def9f9b3ad9c6333623e6357515fcbf17be806273"></a>Geometry&#160;</td><td class="fielddoc"><p>Geometry shader. </p>
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<p class="definition">Definition at line <a class="el" href="Shader_8hpp_source.html#l00060">60</a> of file <a class="el" href="Shader_8hpp_source.html">Shader.hpp</a>.</p>
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<h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
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<p>Default constructor. </p>
<p>This constructor creates an empty shader.</p>
<p>Binding an empty shader has the same effect as not binding any shader. </p>
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<p>Destructor. </p>
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<td class="paramtype">const <a class="el" href="classsf_1_1Shader.html">Shader</a> &amp;</td> <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
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<p>Deleted copy constructor. </p>
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<td class="paramtype"><a class="el" href="classsf_1_1Shader.html">Shader</a> &amp;&amp;</td> <td class="paramname"><span class="paramname"><em>source</em></span></td><td>)</td>
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<p>Move constructor. </p>
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<p>Construct from a shader file. </p>
<p>This constructor loads a single shader, vertex, geometry or fragment, identified by the second argument. The source must be a text file containing a valid shader in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">filename</td><td>Path of the vertex, geometry or fragment shader file to load </td></tr>
<tr><td class="paramname">type</td><td>Type of shader (vertex, geometry or fragment)</td></tr>
</table>
</dd>
</dl>
<dl class="exception"><dt>Exceptions</dt><dd>
<table class="exception">
<tr><td class="paramname"><a class="el" href="classsf_1_1Exception.html" title="Library-specific exception type.">sf::Exception</a></td><td>if loading was unsuccessful</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#a638d43cf5ec37333b3a3f4573851fd31" title="Load the vertex, geometry or fragment shader from a file.">loadFromFile</a></code>, <code><a class="el" href="#ade120804b58f6f9b1b1803ad3f97da07" title="Load the vertex, geometry or fragment shader from a source code in memory.">loadFromMemory</a></code>, <code><a class="el" href="#a2ee1b130c0606e4f8bcdf65c1efc2a53" title="Load the vertex, geometry or fragment shader from a custom stream.">loadFromStream</a></code> </dd></dl>
</div>
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<td class="memname">sf::Shader::Shader </td>
<td>(</td>
<td class="paramtype">const std::filesystem::path &amp;</td> <td class="paramname"><span class="paramname"><em>vertexShaderFilename</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const std::filesystem::path &amp;</td> <td class="paramname"><span class="paramname"><em>fragmentShaderFilename</em></span>&#160;)</td>
</tr>
</table>
</div><div class="memdoc">
<p>Construct from vertex and fragment shader files. </p>
<p>This constructor loads both the vertex and the fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The sources must be text files containing valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">vertexShaderFilename</td><td>Path of the vertex shader file to load </td></tr>
<tr><td class="paramname">fragmentShaderFilename</td><td>Path of the fragment shader file to load</td></tr>
</table>
</dd>
</dl>
<dl class="exception"><dt>Exceptions</dt><dd>
<table class="exception">
<tr><td class="paramname"><a class="el" href="classsf_1_1Exception.html" title="Library-specific exception type.">sf::Exception</a></td><td>if loading was unsuccessful</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#a638d43cf5ec37333b3a3f4573851fd31" title="Load the vertex, geometry or fragment shader from a file.">loadFromFile</a></code>, <code><a class="el" href="#ade120804b58f6f9b1b1803ad3f97da07" title="Load the vertex, geometry or fragment shader from a source code in memory.">loadFromMemory</a></code>, <code><a class="el" href="#a2ee1b130c0606e4f8bcdf65c1efc2a53" title="Load the vertex, geometry or fragment shader from a custom stream.">loadFromStream</a></code> </dd></dl>
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<td class="memname">sf::Shader::Shader </td>
<td>(</td>
<td class="paramtype">const std::filesystem::path &amp;</td> <td class="paramname"><span class="paramname"><em>vertexShaderFilename</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const std::filesystem::path &amp;</td> <td class="paramname"><span class="paramname"><em>geometryShaderFilename</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const std::filesystem::path &amp;</td> <td class="paramname"><span class="paramname"><em>fragmentShaderFilename</em></span>&#160;)</td>
</tr>
</table>
</div><div class="memdoc">
<p>Construct from vertex, geometry and fragment shader files. </p>
<p>This constructor loads the vertex, geometry and fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The sources must be text files containing valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">vertexShaderFilename</td><td>Path of the vertex shader file to load </td></tr>
<tr><td class="paramname">geometryShaderFilename</td><td>Path of the geometry shader file to load </td></tr>
<tr><td class="paramname">fragmentShaderFilename</td><td>Path of the fragment shader file to load</td></tr>
</table>
</dd>
</dl>
<dl class="exception"><dt>Exceptions</dt><dd>
<table class="exception">
<tr><td class="paramname"><a class="el" href="classsf_1_1Exception.html" title="Library-specific exception type.">sf::Exception</a></td><td>if loading was unsuccessful</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#a638d43cf5ec37333b3a3f4573851fd31" title="Load the vertex, geometry or fragment shader from a file.">loadFromFile</a></code>, <code><a class="el" href="#ade120804b58f6f9b1b1803ad3f97da07" title="Load the vertex, geometry or fragment shader from a source code in memory.">loadFromMemory</a></code>, <code><a class="el" href="#a2ee1b130c0606e4f8bcdf65c1efc2a53" title="Load the vertex, geometry or fragment shader from a custom stream.">loadFromStream</a></code> </dd></dl>
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<td class="memname">sf::Shader::Shader </td>
<td>(</td>
<td class="paramtype">std::string_view</td> <td class="paramname"><span class="paramname"><em>shader</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="#afaa1aa65e5de37b74d047da9def9f9b3">Type</a></td> <td class="paramname"><span class="paramname"><em>type</em></span>&#160;)</td>
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<p>Construct from shader in memory. </p>
<p>This constructor loads a single shader, vertex, geometry or fragment, identified by the second argument. The source code must be a valid shader in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">shader</td><td><a class="el" href="classsf_1_1String.html" title="Utility string class that automatically handles conversions between types and encodings.">String</a> containing the source code of the shader </td></tr>
<tr><td class="paramname">type</td><td>Type of shader (vertex, geometry or fragment)</td></tr>
</table>
</dd>
</dl>
<dl class="exception"><dt>Exceptions</dt><dd>
<table class="exception">
<tr><td class="paramname"><a class="el" href="classsf_1_1Exception.html" title="Library-specific exception type.">sf::Exception</a></td><td>if loading was unsuccessful</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#a638d43cf5ec37333b3a3f4573851fd31" title="Load the vertex, geometry or fragment shader from a file.">loadFromFile</a></code>, <code><a class="el" href="#ade120804b58f6f9b1b1803ad3f97da07" title="Load the vertex, geometry or fragment shader from a source code in memory.">loadFromMemory</a></code>, <code><a class="el" href="#a2ee1b130c0606e4f8bcdf65c1efc2a53" title="Load the vertex, geometry or fragment shader from a custom stream.">loadFromStream</a></code> </dd></dl>
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<td class="memname">sf::Shader::Shader </td>
<td>(</td>
<td class="paramtype">std::string_view</td> <td class="paramname"><span class="paramname"><em>vertexShader</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">std::string_view</td> <td class="paramname"><span class="paramname"><em>fragmentShader</em></span>&#160;)</td>
</tr>
</table>
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<p>Construct from vertex and fragment shaders in memory. </p>
<p>This constructor loads both the vertex and the fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The sources must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">vertexShader</td><td><a class="el" href="classsf_1_1String.html" title="Utility string class that automatically handles conversions between types and encodings.">String</a> containing the source code of the vertex shader </td></tr>
<tr><td class="paramname">fragmentShader</td><td><a class="el" href="classsf_1_1String.html" title="Utility string class that automatically handles conversions between types and encodings.">String</a> containing the source code of the fragment shader</td></tr>
</table>
</dd>
</dl>
<dl class="exception"><dt>Exceptions</dt><dd>
<table class="exception">
<tr><td class="paramname"><a class="el" href="classsf_1_1Exception.html" title="Library-specific exception type.">sf::Exception</a></td><td>if loading was unsuccessful</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#a638d43cf5ec37333b3a3f4573851fd31" title="Load the vertex, geometry or fragment shader from a file.">loadFromFile</a></code>, <code><a class="el" href="#ade120804b58f6f9b1b1803ad3f97da07" title="Load the vertex, geometry or fragment shader from a source code in memory.">loadFromMemory</a></code>, <code><a class="el" href="#a2ee1b130c0606e4f8bcdf65c1efc2a53" title="Load the vertex, geometry or fragment shader from a custom stream.">loadFromStream</a></code> </dd></dl>
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<td class="memname">sf::Shader::Shader </td>
<td>(</td>
<td class="paramtype">std::string_view</td> <td class="paramname"><span class="paramname"><em>vertexShader</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">std::string_view</td> <td class="paramname"><span class="paramname"><em>geometryShader</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">std::string_view</td> <td class="paramname"><span class="paramname"><em>fragmentShader</em></span>&#160;)</td>
</tr>
</table>
</div><div class="memdoc">
<p>Construct from vertex, geometry and fragment shaders in memory. </p>
<p>This constructor loads the vertex, geometry and fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The sources must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">vertexShader</td><td><a class="el" href="classsf_1_1String.html" title="Utility string class that automatically handles conversions between types and encodings.">String</a> containing the source code of the vertex shader </td></tr>
<tr><td class="paramname">geometryShader</td><td><a class="el" href="classsf_1_1String.html" title="Utility string class that automatically handles conversions between types and encodings.">String</a> containing the source code of the geometry shader </td></tr>
<tr><td class="paramname">fragmentShader</td><td><a class="el" href="classsf_1_1String.html" title="Utility string class that automatically handles conversions between types and encodings.">String</a> containing the source code of the fragment shader</td></tr>
</table>
</dd>
</dl>
<dl class="exception"><dt>Exceptions</dt><dd>
<table class="exception">
<tr><td class="paramname"><a class="el" href="classsf_1_1Exception.html" title="Library-specific exception type.">sf::Exception</a></td><td>if loading was unsuccessful</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#a638d43cf5ec37333b3a3f4573851fd31" title="Load the vertex, geometry or fragment shader from a file.">loadFromFile</a></code>, <code><a class="el" href="#ade120804b58f6f9b1b1803ad3f97da07" title="Load the vertex, geometry or fragment shader from a source code in memory.">loadFromMemory</a></code>, <code><a class="el" href="#a2ee1b130c0606e4f8bcdf65c1efc2a53" title="Load the vertex, geometry or fragment shader from a custom stream.">loadFromStream</a></code> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a1bde98c36b5fb56bc014b0f105b3efbd">&#9670;&#160;</a></span>Shader() <span class="overload">[10/12]</span></h2>
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<td class="memname">sf::Shader::Shader </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;</td> <td class="paramname"><span class="paramname"><em>stream</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="#afaa1aa65e5de37b74d047da9def9f9b3">Type</a></td> <td class="paramname"><span class="paramname"><em>type</em></span>&#160;)</td>
</tr>
</table>
</div><div class="memdoc">
<p>Construct from a shader stream. </p>
<p>This constructor loads a single shader, vertex, geometry or fragment, identified by the second argument. The source code must be a valid shader in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">stream</td><td>Source stream to read from </td></tr>
<tr><td class="paramname">type</td><td>Type of shader (vertex, geometry or fragment)</td></tr>
</table>
</dd>
</dl>
<dl class="exception"><dt>Exceptions</dt><dd>
<table class="exception">
<tr><td class="paramname"><a class="el" href="classsf_1_1Exception.html" title="Library-specific exception type.">sf::Exception</a></td><td>if loading was unsuccessful</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#a638d43cf5ec37333b3a3f4573851fd31" title="Load the vertex, geometry or fragment shader from a file.">loadFromFile</a></code>, <code><a class="el" href="#ade120804b58f6f9b1b1803ad3f97da07" title="Load the vertex, geometry or fragment shader from a source code in memory.">loadFromMemory</a></code>, <code><a class="el" href="#a2ee1b130c0606e4f8bcdf65c1efc2a53" title="Load the vertex, geometry or fragment shader from a custom stream.">loadFromStream</a></code> </dd></dl>
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<td class="memname">sf::Shader::Shader </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;</td> <td class="paramname"><span class="paramname"><em>vertexShaderStream</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;</td> <td class="paramname"><span class="paramname"><em>fragmentShaderStream</em></span>&#160;)</td>
</tr>
</table>
</div><div class="memdoc">
<p>Construct from vertex and fragment shader streams. </p>
<p>This constructor loads both the vertex and the fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The source codes must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">vertexShaderStream</td><td>Source stream to read the vertex shader from </td></tr>
<tr><td class="paramname">fragmentShaderStream</td><td>Source stream to read the fragment shader from</td></tr>
</table>
</dd>
</dl>
<dl class="exception"><dt>Exceptions</dt><dd>
<table class="exception">
<tr><td class="paramname"><a class="el" href="classsf_1_1Exception.html" title="Library-specific exception type.">sf::Exception</a></td><td>if loading was unsuccessful</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#a638d43cf5ec37333b3a3f4573851fd31" title="Load the vertex, geometry or fragment shader from a file.">loadFromFile</a></code>, <code><a class="el" href="#ade120804b58f6f9b1b1803ad3f97da07" title="Load the vertex, geometry or fragment shader from a source code in memory.">loadFromMemory</a></code>, <code><a class="el" href="#a2ee1b130c0606e4f8bcdf65c1efc2a53" title="Load the vertex, geometry or fragment shader from a custom stream.">loadFromStream</a></code> </dd></dl>
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<td class="memname">sf::Shader::Shader </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;</td> <td class="paramname"><span class="paramname"><em>vertexShaderStream</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;</td> <td class="paramname"><span class="paramname"><em>geometryShaderStream</em></span>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;</td> <td class="paramname"><span class="paramname"><em>fragmentShaderStream</em></span>&#160;)</td>
</tr>
</table>
</div><div class="memdoc">
<p>Construct from vertex, geometry and fragment shader streams. </p>
<p>This constructor loads the vertex, geometry and fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The source codes must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">vertexShaderStream</td><td>Source stream to read the vertex shader from </td></tr>
<tr><td class="paramname">geometryShaderStream</td><td>Source stream to read the geometry shader from </td></tr>
<tr><td class="paramname">fragmentShaderStream</td><td>Source stream to read the fragment shader from</td></tr>
</table>
</dd>
</dl>
<dl class="exception"><dt>Exceptions</dt><dd>
<table class="exception">
<tr><td class="paramname"><a class="el" href="classsf_1_1Exception.html" title="Library-specific exception type.">sf::Exception</a></td><td>if loading was unsuccessful</td></tr>
</table>
</dd>
</dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#a638d43cf5ec37333b3a3f4573851fd31" title="Load the vertex, geometry or fragment shader from a file.">loadFromFile</a></code>, <code><a class="el" href="#ade120804b58f6f9b1b1803ad3f97da07" title="Load the vertex, geometry or fragment shader from a source code in memory.">loadFromMemory</a></code>, <code><a class="el" href="#a2ee1b130c0606e4f8bcdf65c1efc2a53" title="Load the vertex, geometry or fragment shader from a custom stream.">loadFromStream</a></code> </dd></dl>
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</div>
<h2 class="groupheader">Member Function Documentation</h2>
<a id="a09778f78afcbeb854d608c8dacd8ea30" name="a09778f78afcbeb854d608c8dacd8ea30"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a09778f78afcbeb854d608c8dacd8ea30">&#9670;&#160;</a></span>bind()</h2>
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<td class="memname">static void sf::Shader::bind </td>
<td>(</td>
<td class="paramtype">const <a class="el" href="classsf_1_1Shader.html">Shader</a> *</td> <td class="paramname"><span class="paramname"><em>shader</em></span></td><td>)</td>
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</td>
<td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span> </td>
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<p>Bind a shader for rendering. </p>
<p>This function is not part of the graphics API, it mustn't be used when drawing SFML entities. It must be used only if you mix <code><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment)">sf::Shader</a></code> with OpenGL code.</p>
<div class="fragment"><div class="line"><a class="code hl_class" href="classsf_1_1Shader.html">sf::Shader</a> s1, s2;</div>
<div class="line">...</div>
<div class="line">sf::Shader::bind(&amp;s1);</div>
<div class="line"><span class="comment">// draw OpenGL stuff that use s1...</span></div>
<div class="line"><a class="code hl_function" href="#a09778f78afcbeb854d608c8dacd8ea30">sf::Shader::bind</a>(&amp;s2);</div>
<div class="line"><span class="comment">// draw OpenGL stuff that use s2...</span></div>
<div class="line"><a class="code hl_function" href="#a09778f78afcbeb854d608c8dacd8ea30">sf::Shader::bind</a>(<span class="keyword">nullptr</span>);</div>
<div class="line"><span class="comment">// draw OpenGL stuff that use no shader...</span></div>
<div class="ttc" id="aclasssf_1_1Shader_html"><div class="ttname"><a href="classsf_1_1Shader.html">sf::Shader</a></div><div class="ttdoc">Shader class (vertex, geometry and fragment)</div><div class="ttdef"><b>Definition</b> <a href="Shader_8hpp_source.html#l00053">Shader.hpp:54</a></div></div>
</div><!-- fragment --><dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramname">shader</td><td><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment)">Shader</a> to bind, can be null to use no shader </td></tr>
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</dd>
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<h2 class="memtitle"><span class="permalink"><a href="#ac14d0bf7afe7b6bb415d309f9c707188">&#9670;&#160;</a></span>getNativeHandle()</h2>
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<td class="memname">unsigned int sf::Shader::getNativeHandle </td>
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<p>Get the underlying OpenGL handle of the shader. </p>
<p>You shouldn't need to use this function, unless you have very specific stuff to implement that SFML doesn't support, or implement a temporary workaround until a bug is fixed.</p>
<dl class="section return"><dt>Returns</dt><dd>OpenGL handle of the shader or 0 if not yet loaded </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ad22474690bafe4a305c1b9826b1bd86a">&#9670;&#160;</a></span>isAvailable()</h2>
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<td class="memname">static bool sf::Shader::isAvailable </td>
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<p>Tell whether or not the system supports shaders. </p>
<p>This function should always be called before using the shader features. If it returns <code>false</code>, then any attempt to use <code><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment)">sf::Shader</a></code> will fail.</p>
<dl class="section return"><dt>Returns</dt><dd><code>true</code> if shaders are supported, <code>false</code> otherwise </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a45db14baf1bbc688577f81813b1fce96">&#9670;&#160;</a></span>isGeometryAvailable()</h2>
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<td class="memname">static bool sf::Shader::isGeometryAvailable </td>
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<p>Tell whether or not the system supports geometry shaders. </p>
<p>This function should always be called before using the geometry shader features. If it returns <code>false</code>, then any attempt to use <code><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment)">sf::Shader</a></code> geometry shader features will fail.</p>
<p>This function can only return <code>true</code> if <a class="el" href="#ad22474690bafe4a305c1b9826b1bd86a" title="Tell whether or not the system supports shaders.">isAvailable()</a> would also return <code>true</code>, since shaders in general have to be supported in order for geometry shaders to be supported as well.</p>
<p>Note: The first call to this function, whether by your code or SFML will result in a context switch.</p>
<dl class="section return"><dt>Returns</dt><dd><code>true</code> if geometry shaders are supported, <code>false</code> otherwise </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a638d43cf5ec37333b3a3f4573851fd31">&#9670;&#160;</a></span>loadFromFile() <span class="overload">[1/3]</span></h2>
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<td class="paramtype">const std::filesystem::path &amp;</td> <td class="paramname"><span class="paramname"><em>filename</em></span>, </td>
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<td class="paramtype"><a class="el" href="#afaa1aa65e5de37b74d047da9def9f9b3">Type</a></td> <td class="paramname"><span class="paramname"><em>type</em></span>&#160;)</td>
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<p>Load the vertex, geometry or fragment shader from a file. </p>
<p>This function loads a single shader, vertex, geometry or fragment, identified by the second argument. The source must be a text file containing a valid shader in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">filename</td><td>Path of the vertex, geometry or fragment shader file to load </td></tr>
<tr><td class="paramname">type</td><td>Type of shader (vertex, geometry or fragment)</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd><code>true</code> if loading succeeded, <code>false</code> if it failed</dd></dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#ade120804b58f6f9b1b1803ad3f97da07" title="Load the vertex, geometry or fragment shader from a source code in memory.">loadFromMemory</a></code>, <code><a class="el" href="#a2ee1b130c0606e4f8bcdf65c1efc2a53" title="Load the vertex, geometry or fragment shader from a custom stream.">loadFromStream</a></code> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a8359d1ba28c362ad6986d94a4e08d9ff">&#9670;&#160;</a></span>loadFromFile() <span class="overload">[2/3]</span></h2>
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<td class="paramtype">const std::filesystem::path &amp;</td> <td class="paramname"><span class="paramname"><em>vertexShaderFilename</em></span>, </td>
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<p>Load both the vertex and fragment shaders from files. </p>
<p>This function loads both the vertex and the fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The sources must be text files containing valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">vertexShaderFilename</td><td>Path of the vertex shader file to load </td></tr>
<tr><td class="paramname">fragmentShaderFilename</td><td>Path of the fragment shader file to load</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd><code>true</code> if loading succeeded, <code>false</code> if it failed</dd></dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#ade120804b58f6f9b1b1803ad3f97da07" title="Load the vertex, geometry or fragment shader from a source code in memory.">loadFromMemory</a></code>, <code><a class="el" href="#a2ee1b130c0606e4f8bcdf65c1efc2a53" title="Load the vertex, geometry or fragment shader from a custom stream.">loadFromStream</a></code> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a31149ff12459945086847e8a8537ab16">&#9670;&#160;</a></span>loadFromFile() <span class="overload">[3/3]</span></h2>
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<td class="paramtype">const std::filesystem::path &amp;</td> <td class="paramname"><span class="paramname"><em>vertexShaderFilename</em></span>, </td>
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<p>Load the vertex, geometry and fragment shaders from files. </p>
<p>This function loads the vertex, geometry and fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The sources must be text files containing valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">vertexShaderFilename</td><td>Path of the vertex shader file to load </td></tr>
<tr><td class="paramname">geometryShaderFilename</td><td>Path of the geometry shader file to load </td></tr>
<tr><td class="paramname">fragmentShaderFilename</td><td>Path of the fragment shader file to load</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd><code>true</code> if loading succeeded, <code>false</code> if it failed</dd></dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#ade120804b58f6f9b1b1803ad3f97da07" title="Load the vertex, geometry or fragment shader from a source code in memory.">loadFromMemory</a></code>, <code><a class="el" href="#a2ee1b130c0606e4f8bcdf65c1efc2a53" title="Load the vertex, geometry or fragment shader from a custom stream.">loadFromStream</a></code> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ade120804b58f6f9b1b1803ad3f97da07">&#9670;&#160;</a></span>loadFromMemory() <span class="overload">[1/3]</span></h2>
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<td class="paramtype"><a class="el" href="#afaa1aa65e5de37b74d047da9def9f9b3">Type</a></td> <td class="paramname"><span class="paramname"><em>type</em></span>&#160;)</td>
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<p>Load the vertex, geometry or fragment shader from a source code in memory. </p>
<p>This function loads a single shader, vertex, geometry or fragment, identified by the second argument. The source code must be a valid shader in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">shader</td><td><a class="el" href="classsf_1_1String.html" title="Utility string class that automatically handles conversions between types and encodings.">String</a> containing the source code of the shader </td></tr>
<tr><td class="paramname">type</td><td>Type of shader (vertex, geometry or fragment)</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd><code>true</code> if loading succeeded, <code>false</code> if it failed</dd></dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#a638d43cf5ec37333b3a3f4573851fd31" title="Load the vertex, geometry or fragment shader from a file.">loadFromFile</a></code>, <code><a class="el" href="#a2ee1b130c0606e4f8bcdf65c1efc2a53" title="Load the vertex, geometry or fragment shader from a custom stream.">loadFromStream</a></code> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a8629b13e5ffbfb0f5514ad864d5a75b9">&#9670;&#160;</a></span>loadFromMemory() <span class="overload">[2/3]</span></h2>
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<p>Load both the vertex and fragment shaders from source codes in memory. </p>
<p>This function loads both the vertex and the fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The sources must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">vertexShader</td><td><a class="el" href="classsf_1_1String.html" title="Utility string class that automatically handles conversions between types and encodings.">String</a> containing the source code of the vertex shader </td></tr>
<tr><td class="paramname">fragmentShader</td><td><a class="el" href="classsf_1_1String.html" title="Utility string class that automatically handles conversions between types and encodings.">String</a> containing the source code of the fragment shader</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd><code>true</code> if loading succeeded, <code>false</code> if it failed</dd></dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#a638d43cf5ec37333b3a3f4573851fd31" title="Load the vertex, geometry or fragment shader from a file.">loadFromFile</a></code>, <code><a class="el" href="#a2ee1b130c0606e4f8bcdf65c1efc2a53" title="Load the vertex, geometry or fragment shader from a custom stream.">loadFromStream</a></code> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#afa694f4b219011ea28c1f262a63df1c2">&#9670;&#160;</a></span>loadFromMemory() <span class="overload">[3/3]</span></h2>
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<p>Load the vertex, geometry and fragment shaders from source codes in memory. </p>
<p>This function loads the vertex, geometry and fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The sources must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">vertexShader</td><td><a class="el" href="classsf_1_1String.html" title="Utility string class that automatically handles conversions between types and encodings.">String</a> containing the source code of the vertex shader </td></tr>
<tr><td class="paramname">geometryShader</td><td><a class="el" href="classsf_1_1String.html" title="Utility string class that automatically handles conversions between types and encodings.">String</a> containing the source code of the geometry shader </td></tr>
<tr><td class="paramname">fragmentShader</td><td><a class="el" href="classsf_1_1String.html" title="Utility string class that automatically handles conversions between types and encodings.">String</a> containing the source code of the fragment shader</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd><code>true</code> if loading succeeded, <code>false</code> if it failed</dd></dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#a638d43cf5ec37333b3a3f4573851fd31" title="Load the vertex, geometry or fragment shader from a file.">loadFromFile</a></code>, <code><a class="el" href="#a2ee1b130c0606e4f8bcdf65c1efc2a53" title="Load the vertex, geometry or fragment shader from a custom stream.">loadFromStream</a></code> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a2ee1b130c0606e4f8bcdf65c1efc2a53">&#9670;&#160;</a></span>loadFromStream() <span class="overload">[1/3]</span></h2>
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<td class="paramtype"><a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;</td> <td class="paramname"><span class="paramname"><em>stream</em></span>, </td>
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<td class="paramtype"><a class="el" href="#afaa1aa65e5de37b74d047da9def9f9b3">Type</a></td> <td class="paramname"><span class="paramname"><em>type</em></span>&#160;)</td>
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<p>Load the vertex, geometry or fragment shader from a custom stream. </p>
<p>This function loads a single shader, vertex, geometry or fragment, identified by the second argument. The source code must be a valid shader in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">stream</td><td>Source stream to read from </td></tr>
<tr><td class="paramname">type</td><td>Type of shader (vertex, geometry or fragment)</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd><code>true</code> if loading succeeded, <code>false</code> if it failed</dd></dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#a638d43cf5ec37333b3a3f4573851fd31" title="Load the vertex, geometry or fragment shader from a file.">loadFromFile</a></code>, <code><a class="el" href="#ade120804b58f6f9b1b1803ad3f97da07" title="Load the vertex, geometry or fragment shader from a source code in memory.">loadFromMemory</a></code> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a3b7958159ffb5596c4babc3052e35465">&#9670;&#160;</a></span>loadFromStream() <span class="overload">[2/3]</span></h2>
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<td class="memname">bool sf::Shader::loadFromStream </td>
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<td class="paramtype"><a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;</td> <td class="paramname"><span class="paramname"><em>vertexShaderStream</em></span>, </td>
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<td class="paramtype"><a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;</td> <td class="paramname"><span class="paramname"><em>fragmentShaderStream</em></span>&#160;)</td>
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<p>Load both the vertex and fragment shaders from custom streams. </p>
<p>This function loads both the vertex and the fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The source codes must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">vertexShaderStream</td><td>Source stream to read the vertex shader from </td></tr>
<tr><td class="paramname">fragmentShaderStream</td><td>Source stream to read the fragment shader from</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd><code>true</code> if loading succeeded, <code>false</code> if it failed</dd></dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#a638d43cf5ec37333b3a3f4573851fd31" title="Load the vertex, geometry or fragment shader from a file.">loadFromFile</a></code>, <code><a class="el" href="#ade120804b58f6f9b1b1803ad3f97da07" title="Load the vertex, geometry or fragment shader from a source code in memory.">loadFromMemory</a></code> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#aa08f1c091806205e6654db9d83197fcd">&#9670;&#160;</a></span>loadFromStream() <span class="overload">[3/3]</span></h2>
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<td class="memname">bool sf::Shader::loadFromStream </td>
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<td class="paramtype"><a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;</td> <td class="paramname"><span class="paramname"><em>vertexShaderStream</em></span>, </td>
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<td class="paramtype"><a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;</td> <td class="paramname"><span class="paramname"><em>geometryShaderStream</em></span>, </td>
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<td class="paramtype"><a class="el" href="classsf_1_1InputStream.html">InputStream</a> &amp;</td> <td class="paramname"><span class="paramname"><em>fragmentShaderStream</em></span>&#160;)</td>
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<p>Load the vertex, geometry and fragment shaders from custom streams. </p>
<p>This function loads the vertex, geometry and fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The source codes must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">vertexShaderStream</td><td>Source stream to read the vertex shader from </td></tr>
<tr><td class="paramname">geometryShaderStream</td><td>Source stream to read the geometry shader from </td></tr>
<tr><td class="paramname">fragmentShaderStream</td><td>Source stream to read the fragment shader from</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd><code>true</code> if loading succeeded, <code>false</code> if it failed</dd></dl>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#a638d43cf5ec37333b3a3f4573851fd31" title="Load the vertex, geometry or fragment shader from a file.">loadFromFile</a></code>, <code><a class="el" href="#ade120804b58f6f9b1b1803ad3f97da07" title="Load the vertex, geometry or fragment shader from a source code in memory.">loadFromMemory</a></code> </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a40f012bc22cc7f06764069a68827a017">&#9670;&#160;</a></span>operator=() <span class="overload">[1/2]</span></h2>
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<td class="memname"><a class="el" href="classsf_1_1Shader.html">Shader</a> &amp; sf::Shader::operator= </td>
<td>(</td>
<td class="paramtype">const <a class="el" href="classsf_1_1Shader.html">Shader</a> &amp;</td> <td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
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<p>Deleted copy assignment. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a0f5a19963776d51a37333eb1a787b729">&#9670;&#160;</a></span>operator=() <span class="overload">[2/2]</span></h2>
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<td class="memname"><a class="el" href="classsf_1_1Shader.html">Shader</a> &amp; sf::Shader::operator= </td>
<td>(</td>
<td class="paramtype"><a class="el" href="classsf_1_1Shader.html">Shader</a> &amp;&amp;</td> <td class="paramname"><span class="paramname"><em>right</em></span></td><td>)</td>
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<p>Move assignment. </p>
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<a id="af417027ac72c06e6cfbf30975cd678e9" name="af417027ac72c06e6cfbf30975cd678e9"></a>
<h2 class="memtitle"><span class="permalink"><a href="#af417027ac72c06e6cfbf30975cd678e9">&#9670;&#160;</a></span>setUniform() <span class="overload">[1/17]</span></h2>
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<td class="memname">void sf::Shader::setUniform </td>
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<td class="paramtype">const std::string &amp;</td> <td class="paramname"><span class="paramname"><em>name</em></span>, </td>
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<td class="paramtype">bool</td> <td class="paramname"><span class="paramname"><em>x</em></span>&#160;)</td>
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<p>Specify value for <code>bool</code> uniform. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">x</td><td>Value of the bool scalar </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#ab06830875c82476fbb9c975cdeb78a11">&#9670;&#160;</a></span>setUniform() <span class="overload">[2/17]</span></h2>
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<td class="memname">void sf::Shader::setUniform </td>
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<td class="paramtype">const std::string &amp;</td> <td class="paramname"><span class="paramname"><em>name</em></span>, </td>
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<td class="paramtype">const <a class="el" href="namespacesf_1_1Glsl.html#ab63a2d13e86877f959b05516d3bf6e50">Glsl::Bvec3</a> &amp;</td> <td class="paramname"><span class="paramname"><em>vector</em></span>&#160;)</td>
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<p>Specify value for <code>bvec3</code> uniform. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">vector</td><td>Value of the bvec3 vector </td></tr>
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</dd>
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<h2 class="memtitle"><span class="permalink"><a href="#ac8db3e0adf1129abf24f0a51a7ec36f4">&#9670;&#160;</a></span>setUniform() <span class="overload">[3/17]</span></h2>
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<td class="memname">void sf::Shader::setUniform </td>
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<td class="paramtype">const <a class="el" href="namespacesf_1_1Glsl.html#afc300406e5b906bfb0c650efcdb529e4">Glsl::Bvec4</a> &amp;</td> <td class="paramname"><span class="paramname"><em>vector</em></span>&#160;)</td>
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<p>Specify value for <code>bvec4</code> uniform. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">vector</td><td>Value of the bvec4 vector </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a9e328e3e97cd753fdc7b842f4b0f202e">&#9670;&#160;</a></span>setUniform() <span class="overload">[4/17]</span></h2>
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<td class="memname">void sf::Shader::setUniform </td>
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<td class="paramtype">const <a class="el" href="namespacesf_1_1Glsl.html#a637fa3f9717a5fd04ad841d2f9333f79">Glsl::Ivec3</a> &amp;</td> <td class="paramname"><span class="paramname"><em>vector</em></span>&#160;)</td>
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<p>Specify value for <code>ivec3</code> uniform. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">vector</td><td>Value of the ivec3 vector </td></tr>
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</dd>
</dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a380e7a5a2896162c5fd08966c4523790">&#9670;&#160;</a></span>setUniform() <span class="overload">[5/17]</span></h2>
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<td class="memname">void sf::Shader::setUniform </td>
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<td class="paramtype">const <a class="el" href="namespacesf_1_1Glsl.html#a367d451b5e74d4961effa15f77723906">Glsl::Ivec4</a> &amp;</td> <td class="paramname"><span class="paramname"><em>vector</em></span>&#160;)</td>
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<p>Specify value for <code>ivec4</code> uniform. </p>
<p>This overload can also be called with <code><a class="el" href="classsf_1_1Color.html" title="Utility class for manipulating RGBA colors.">sf::Color</a></code> objects that are converted to <code><a class="el" href="namespacesf_1_1Glsl.html#a367d451b5e74d4961effa15f77723906" title="4D int vector (ivec4 in GLSL)">sf::Glsl::Ivec4</a></code>.</p>
<p>If color conversions are used, the ivec4 uniform in GLSL will hold the same values as the original <code><a class="el" href="classsf_1_1Color.html" title="Utility class for manipulating RGBA colors.">sf::Color</a></code> instance. For example, <code><a class="el" href="classsf_1_1Color.html" title="Utility class for manipulating RGBA colors.">sf::Color(255, 127, 0, 255)</a></code> is mapped to <code>ivec4(255, 127, 0, 255)</code>.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">vector</td><td>Value of the ivec4 vector </td></tr>
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</dd>
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<h2 class="memtitle"><span class="permalink"><a href="#ac1198ae0152d439bc05781046883e281">&#9670;&#160;</a></span>setUniform() <span class="overload">[6/17]</span></h2>
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<td class="memname">void sf::Shader::setUniform </td>
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<td class="paramtype">const <a class="el" href="namespacesf_1_1Glsl.html#a207da683a577343ae0633aed1b1fa12f">Glsl::Mat3</a> &amp;</td> <td class="paramname"><span class="paramname"><em>matrix</em></span>&#160;)</td>
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<p>Specify value for <code>mat3</code> matrix. </p>
<dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">matrix</td><td>Value of the mat3 matrix </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#aca5c55c4a3b23d21e33dbdaab7990755">&#9670;&#160;</a></span>setUniform() <span class="overload">[7/17]</span></h2>
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<td class="memname">void sf::Shader::setUniform </td>
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<td class="paramtype">const <a class="el" href="namespacesf_1_1Glsl.html#ac7e4d95124aac05edea445249a71c00c">Glsl::Mat4</a> &amp;</td> <td class="paramname"><span class="paramname"><em>matrix</em></span>&#160;)</td>
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<p>Specify value for <code>mat4</code> matrix. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">matrix</td><td>Value of the mat4 matrix </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#aad654ad8de6f0c56191fa7b8cea21db2">&#9670;&#160;</a></span>setUniform() <span class="overload">[8/17]</span></h2>
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<td class="memname">void sf::Shader::setUniform </td>
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<td class="paramtype">const <a class="el" href="namespacesf_1_1Glsl.html#a35f391b7d627d53162e48c14f9877653">Glsl::Vec3</a> &amp;</td> <td class="paramname"><span class="paramname"><em>vector</em></span>&#160;)</td>
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<p>Specify value for <code>vec3</code> uniform. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">vector</td><td>Value of the vec3 vector </td></tr>
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</dd>
</dl>
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<h2 class="memtitle"><span class="permalink"><a href="#abc1aee8343800680fd62e1f3d43c24bf">&#9670;&#160;</a></span>setUniform() <span class="overload">[9/17]</span></h2>
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<td class="memname">void sf::Shader::setUniform </td>
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<td class="paramtype">const <a class="el" href="namespacesf_1_1Glsl.html#abf169ad4f8b5405d6b2f37ecd9d28cbd">Glsl::Vec4</a> &amp;</td> <td class="paramname"><span class="paramname"><em>vector</em></span>&#160;)</td>
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<p>Specify value for <code>vec4</code> uniform. </p>
<p>This overload can also be called with <code><a class="el" href="classsf_1_1Color.html" title="Utility class for manipulating RGBA colors.">sf::Color</a></code> objects that are converted to <code><a class="el" href="namespacesf_1_1Glsl.html#abf169ad4f8b5405d6b2f37ecd9d28cbd" title="4D float vector (vec4 in GLSL)">sf::Glsl::Vec4</a></code>.</p>
<p>It is important to note that the components of the color are normalized before being passed to the shader. Therefore, they are converted from range [0 .. 255] to range [0 .. 1]. For example, a <code><a class="el" href="classsf_1_1Color.html" title="Utility class for manipulating RGBA colors.">sf::Color(255, 127, 0, 255)</a></code> will be transformed to a <code>vec4(1.0, 0.5, 0.0, 1.0)</code> in the shader.</p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">vector</td><td>Value of the vec4 vector </td></tr>
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</dd>
</dl>
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<h2 class="memtitle"><span class="permalink"><a href="#ad152e92cb6132d4f87ed0a9a0f4ef9a0">&#9670;&#160;</a></span>setUniform() <span class="overload">[10/17]</span></h2>
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<td class="memname">void sf::Shader::setUniform </td>
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<td class="paramtype">const <a class="el" href="classsf_1_1Texture.html">Texture</a> &amp;&amp;</td> <td class="paramname"><span class="paramname"><em>texture</em></span>&#160;)</td>
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<p>Disallow setting from a temporary texture. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a7806a29ffbd0ee9251256a9e7265d479">&#9670;&#160;</a></span>setUniform() <span class="overload">[11/17]</span></h2>
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<td class="memname">void sf::Shader::setUniform </td>
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<td class="paramtype">const <a class="el" href="classsf_1_1Texture.html">Texture</a> &amp;</td> <td class="paramname"><span class="paramname"><em>texture</em></span>&#160;)</td>
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<p>Specify a texture as <code>sampler2D</code> uniform. </p>
<p><em>name</em> is the name of the variable to change in the shader. The corresponding parameter in the shader must be a 2D texture (<code>sampler2D</code> GLSL type).</p>
<p>Example: </p><div class="fragment"><div class="line">uniform sampler2D the_texture; <span class="comment">// this is the variable in the shader</span></div>
</div><!-- fragment --> <div class="fragment"><div class="line"><a class="code hl_class" href="classsf_1_1Texture.html">sf::Texture</a> texture;</div>
<div class="line">...</div>
<div class="line">shader.setUniform(<span class="stringliteral">&quot;the_texture&quot;</span>, texture);</div>
<div class="ttc" id="aclasssf_1_1Texture_html"><div class="ttname"><a href="classsf_1_1Texture.html">sf::Texture</a></div><div class="ttdoc">Image living on the graphics card that can be used for drawing.</div><div class="ttdef"><b>Definition</b> <a href="Texture_8hpp_source.html#l00055">Texture.hpp:56</a></div></div>
</div><!-- fragment --><p> It is important to note that <code>texture</code> must remain alive as long as the shader uses it, no copy is made internally.</p>
<p>To use the texture of the object being drawn, which cannot be known in advance, you can pass the special value <code><a class="el" href="#ac84c7953eec2e19358ea6e2cc5385b8d" title="Represents the texture of the object being drawn.">sf::Shader::CurrentTexture</a></code>: </p><div class="fragment"><div class="line">shader.setUniform(<span class="stringliteral">&quot;the_texture&quot;</span>, <a class="code hl_variable" href="#ac84c7953eec2e19358ea6e2cc5385b8d">sf::Shader::CurrentTexture</a>).</div>
</div><!-- fragment --><dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the texture in the shader </td></tr>
<tr><td class="paramname">texture</td><td><a class="el" href="classsf_1_1Texture.html" title="Image living on the graphics card that can be used for drawing.">Texture</a> to assign </td></tr>
</table>
</dd>
</dl>
</div>
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<td class="memname">void sf::Shader::setUniform </td>
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<td class="paramtype">const std::string &amp;</td> <td class="paramname"><span class="paramname"><em>name</em></span>, </td>
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<td class="paramtype"><a class="el" href="structsf_1_1Shader_1_1CurrentTextureType.html">CurrentTextureType</a></td> <td class="paramname"><span class="paramname"><em></em></span>&#160;)</td>
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<p>Specify current texture as <code>sampler2D</code> uniform. </p>
<p>This overload maps a shader texture variable to the texture of the object being drawn, which cannot be known in advance. The second argument must be <code><a class="el" href="#ac84c7953eec2e19358ea6e2cc5385b8d" title="Represents the texture of the object being drawn.">sf::Shader::CurrentTexture</a></code>. The corresponding parameter in the shader must be a 2D texture (<code>sampler2D</code> GLSL type).</p>
<p>Example: </p><div class="fragment"><div class="line">uniform sampler2D current; <span class="comment">// this is the variable in the shader</span></div>
</div><!-- fragment --> <div class="fragment"><div class="line">shader.setUniform(<span class="stringliteral">&quot;current&quot;</span>, <a class="code hl_variable" href="#ac84c7953eec2e19358ea6e2cc5385b8d">sf::Shader::CurrentTexture</a>);</div>
</div><!-- fragment --><dl class="params"><dt>Parameters</dt><dd>
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<tr><td class="paramname">name</td><td>Name of the texture in the shader </td></tr>
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</dd>
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<td class="memname">void sf::Shader::setUniform </td>
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<td class="paramtype">float</td> <td class="paramname"><span class="paramname"><em>x</em></span>&#160;)</td>
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<p>Specify value for <code>float</code> uniform. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">x</td><td>Value of the float scalar </td></tr>
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<td class="memname">void sf::Shader::setUniform </td>
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<td class="paramtype"><a class="el" href="namespacesf_1_1Glsl.html#a59b28a237d06d420f48ee254b23f6513">Glsl::Bvec2</a></td> <td class="paramname"><span class="paramname"><em>vector</em></span>&#160;)</td>
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<p>Specify value for <code>bvec2</code> uniform. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">vector</td><td>Value of the bvec2 vector </td></tr>
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<td class="memname">void sf::Shader::setUniform </td>
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<td class="paramtype"><a class="el" href="namespacesf_1_1Glsl.html#a290fe798ce4c2177901fad1d053f583d">Glsl::Ivec2</a></td> <td class="paramname"><span class="paramname"><em>vector</em></span>&#160;)</td>
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<p>Specify value for <code>ivec2</code> uniform. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">vector</td><td>Value of the ivec2 vector </td></tr>
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<td class="memname">void sf::Shader::setUniform </td>
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<td class="paramtype"><a class="el" href="namespacesf_1_1Glsl.html#a568cbc1294c66f95c66c6b28dffa2fc1">Glsl::Vec2</a></td> <td class="paramname"><span class="paramname"><em>vector</em></span>&#160;)</td>
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<p>Specify value for <code>vec2</code> uniform. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">vector</td><td>Value of the vec2 vector </td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#ae4fc8b4c18e6b653952bce5c8c81e4a0">&#9670;&#160;</a></span>setUniform() <span class="overload">[17/17]</span></h2>
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<td class="memname">void sf::Shader::setUniform </td>
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<p>Specify value for <code>int</code> uniform. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">x</td><td>Value of the int scalar </td></tr>
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<td class="memname">void sf::Shader::setUniformArray </td>
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<td class="paramtype">const float *</td> <td class="paramname"><span class="paramname"><em>scalarArray</em></span>, </td>
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<p>Specify values for <code>float</code>[] array uniform. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">scalarArray</td><td>pointer to array of <code>float</code> values </td></tr>
<tr><td class="paramname">length</td><td>Number of elements in the array </td></tr>
</table>
</dd>
</dl>
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<td class="memname">void sf::Shader::setUniformArray </td>
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<td class="paramtype">const <a class="el" href="namespacesf_1_1Glsl.html#a207da683a577343ae0633aed1b1fa12f">Glsl::Mat3</a> *</td> <td class="paramname"><span class="paramname"><em>matrixArray</em></span>, </td>
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<p>Specify values for <code>mat3</code>[] array uniform. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">matrixArray</td><td>pointer to array of <code>mat3</code> values </td></tr>
<tr><td class="paramname">length</td><td>Number of elements in the array </td></tr>
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<td class="memname">void sf::Shader::setUniformArray </td>
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<td class="paramtype">const <a class="el" href="namespacesf_1_1Glsl.html#ac7e4d95124aac05edea445249a71c00c">Glsl::Mat4</a> *</td> <td class="paramname"><span class="paramname"><em>matrixArray</em></span>, </td>
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<p>Specify values for <code>mat4</code>[] array uniform. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">matrixArray</td><td>pointer to array of <code>mat4</code> values </td></tr>
<tr><td class="paramname">length</td><td>Number of elements in the array </td></tr>
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<td class="memname">void sf::Shader::setUniformArray </td>
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<td class="paramtype">const <a class="el" href="namespacesf_1_1Glsl.html#a568cbc1294c66f95c66c6b28dffa2fc1">Glsl::Vec2</a> *</td> <td class="paramname"><span class="paramname"><em>vectorArray</em></span>, </td>
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<p>Specify values for <code>vec2</code>[] array uniform. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">vectorArray</td><td>pointer to array of <code>vec2</code> values </td></tr>
<tr><td class="paramname">length</td><td>Number of elements in the array </td></tr>
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<td class="memname">void sf::Shader::setUniformArray </td>
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<td class="paramtype">const <a class="el" href="namespacesf_1_1Glsl.html#a35f391b7d627d53162e48c14f9877653">Glsl::Vec3</a> *</td> <td class="paramname"><span class="paramname"><em>vectorArray</em></span>, </td>
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<p>Specify values for <code>vec3</code>[] array uniform. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">vectorArray</td><td>pointer to array of <code>vec3</code> values </td></tr>
<tr><td class="paramname">length</td><td>Number of elements in the array </td></tr>
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</dd>
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<td class="memname">void sf::Shader::setUniformArray </td>
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<td class="paramtype">const <a class="el" href="namespacesf_1_1Glsl.html#abf169ad4f8b5405d6b2f37ecd9d28cbd">Glsl::Vec4</a> *</td> <td class="paramname"><span class="paramname"><em>vectorArray</em></span>, </td>
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<p>Specify values for <code>vec4</code>[] array uniform. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">name</td><td>Name of the uniform variable in GLSL </td></tr>
<tr><td class="paramname">vectorArray</td><td>pointer to array of <code>vec4</code> values </td></tr>
<tr><td class="paramname">length</td><td>Number of elements in the array </td></tr>
</table>
</dd>
</dl>
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<h2 class="groupheader">Member Data Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#ac84c7953eec2e19358ea6e2cc5385b8d">&#9670;&#160;</a></span>CurrentTexture</h2>
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<td class="memname"><a class="el" href="structsf_1_1Shader_1_1CurrentTextureType.html">CurrentTextureType</a> sf::Shader::CurrentTexture</td>
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<p>Represents the texture of the object being drawn. </p>
<dl class="section see"><dt>See also</dt><dd><code><a class="el" href="#abf78e3bea1e9b0bab850b6b0a0de29c7" title="Specify value for float uniform.">setUniform</a>(const std::string&amp;, <a class="el" href="structsf_1_1Shader_1_1CurrentTextureType.html" title="Special type that can be passed to setUniform(), and that represents the texture of the object being ...">CurrentTextureType</a>)</code> </dd></dl>
<p class="definition">Definition at line <a class="el" href="Shader_8hpp_source.html#l00085">85</a> of file <a class="el" href="Shader_8hpp_source.html">Shader.hpp</a>.</p>
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<hr/>The documentation for this class was generated from the following file:<ul>
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