Handbook
Glossary
(bind-uniform-textures) ( program-instance uniform-tuple -- )
Vocabulary
gpu
.
render
.
private
Inputs
program-instance
an
object
uniform-tuple
an
object
Outputs
None
Definition
IN:
gpu.render.private
GENERIC:
(bind-uniform-textures)
( program-instance uniform-tuple -- )
Methods
USING:
accessors
combinators
gpu.effects.blur
gpu.render.private
kernel
;
M:
blur-uniforms
(bind-uniform-textures)
nip
{
[
texture>>
0
(bind-texture-unit)
]
}
cleave
;
USING:
combinators
gpu.demos.bunny
gpu.render.private
kernel
;
M:
bunny-uniforms
(bind-uniform-textures)
nip
{
}
cleave
;
USING:
combinators
game.debug.private
gpu.render.private
kernel
;
M:
debug-shapes-uniforms
(bind-uniform-textures)
nip
{
}
cleave
;
USING:
accessors
combinators
game.debug.private
gpu.render.private
kernel
;
M:
debug-text-uniforms
(bind-uniform-textures)
nip
{
[
u_text_map>>
0
(bind-texture-unit)
]
}
cleave
;
USING:
accessors
combinators
gpu.demos.bunny
gpu.render.private
kernel
;
M:
loading-uniforms
(bind-uniform-textures)
nip
{
[
loading-texture>>
0
(bind-texture-unit)
]
}
cleave
;
USING:
accessors
combinators
gpu.render.private
kernel
model-viewer
;
M:
model-uniforms
(bind-uniform-textures)
nip
{
[
map_Ka>>
0
(bind-texture-unit)
]
[
map_bump>>
1
(bind-texture-unit)
]
}
cleave
;
USING:
combinators
gpu.render.private
gpu.util.wasd
kernel
;
M:
mvp-uniforms
(bind-uniform-textures)
nip
{
}
cleave
;
USING:
accessors
combinators
gpu.render.private
kernel
papier.render
;
M:
papier-uniforms
(bind-uniform-textures)
nip
{
[
atlas>>
0
(bind-texture-unit)
]
}
cleave
;
USING:
combinators
gpu.demos.raytrace
gpu.render.private
kernel
;
M:
raytrace-uniforms
(bind-uniform-textures)
nip
{
}
cleave
;
USING:
accessors
combinators
gpu.demos.bunny
gpu.render.private
kernel
;
M:
sobel-uniforms
(bind-uniform-textures)
nip
{
[
color-texture>>
0
(bind-texture-unit)
]
[
normal-texture>>
1
(bind-texture-unit)
]
[
depth-texture>>
2
(bind-texture-unit)
]
}
cleave
;
USING:
combinators
gpu.demos.raytrace
gpu.render.private
kernel
;
M:
sphere-uniforms
(bind-uniform-textures)
nip
{
}
cleave
;
USING:
accessors
combinators
gpu.effects.step
gpu.render.private
kernel
;
M:
step-uniforms
(bind-uniform-textures)
nip
{
[
texture>>
0
(bind-texture-unit)
]
[
ramp>>
1
(bind-texture-unit)
]
}
cleave
;
USING:
gpu.render
gpu.render.private
kernel
;
M:
uniform-tuple
(bind-uniform-textures)
2drop
;
USING:
accessors
combinators
gpu.render.private
gpu.util
kernel
;
M:
window-point-uniforms
(bind-uniform-textures)
nip
{
[
texture>>
0
(bind-texture-unit)
]
}
cleave
;
USING:
accessors
combinators
gpu.render.private
gpu.util
kernel
;
M:
window-uniforms
(bind-uniform-textures)
nip
{
[
texture>>
0
(bind-texture-unit)
]
}
cleave
;