love.graphics.setShader
Available since LÖVE 0.9.0
It has been renamed from love.graphics.setPixelEffect.
Sets or resets a Shader as the current pixel effect or vertex shaders. All drawing operations until the next love.graphics.setShader will be drawn using the Shader object specified.
Function
Synopsis
love.graphics.setShader( shader )
Arguments
Shader shader
- The new shader.
Returns
Nothing.
Notes
Sets the current shader to a specified Shader. All drawing operations until the next love.graphics.setShader will be drawn using the Shader object specified.
Function
Synopsis
love.graphics.setShader( )
Arguments
None.
Returns
Nothing.
Notes
Disables shaders, allowing unfiltered drawing operations.
Examples
Drawing a rectangle using a pixel effect shader
function love.load() effect = love.graphics.newShader [[ extern number time; vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) { return vec4((1.0+sin(time))/2.0, abs(cos(time)), abs(sin(time)), 1.0); } ]] end function love.draw() -- boring white love.graphics.setShader() love.graphics.rectangle('fill', 10,10,780,285) -- LOOK AT THE PRETTY COLORS! love.graphics.setShader(effect) love.graphics.rectangle('fill', 10,305,780,285) end local t = 0 function love.update(dt) t = t + dt effect:send("time", t) end
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