Namespace ValveResourceFormat.Renderer.Shaders ​
Classes ​
The std140 layout of a shader's loose global uniforms after they have been packed into a single uniform block. Built once per shader file from its parsed source, and therefore shared by every static combo variant of that shader.
Preprocessed shader source with defines, uniforms, and compiled stage code.
OpenGL shader program with uniform management and material defaults.
ShaderLoader.ShaderCompilerException
Exception thrown when shader compilation or linking fails.
Compiles and caches OpenGL shader programs from source files.
Preprocesses shader source files and extracts defines and render modes.
Registry of user provided shader directories and shader name mappings.
Directories added here are mounted in front of the shaders shipped with the renderer, similar to how search paths work in . Any file placed in a mounted directory overrides the built-in file with the same relative path, which applies to shader entry points (complex.vert.slang) as well as anything pulled in with #include (common/lighting.slang).
Mappings translate a Source 2 shader name (shader.vfx) to the renderer shader file that will be used to draw it, taking priority over the built-in mapping table.
Configure this before creating a . Changing the registry drops the parsed shader cache, but shader programs that have already been compiled by an existing loader keep running the old code.
Structs ​
A packable uniform declaration extracted from shader source.
A single uniform packed into the globals constant buffer.
Enums ​
GLSL types of loose uniforms that can be packed into the globals constant buffer.
Shader stage types in the rendering pipeline.

