new Appearance
An appearance defines the full GLSL vertex and fragment shaders and the
render state used to draw a Primitive. All appearances implement
this base Appearance
interface.
Members
-
<readonly> fragmentShaderSource :String
-
The GLSL source code for the fragment shader. The full fragment shader source is built procedurally taking into account the Appearance#material. Use Appearance#getFragmentShaderSource to get the full source.
-
material :Material
-
The material used to determine the fragment color. Unlike other Appearance properties, this is not read-only, so an appearance's material can change on the fly.
See:
-
<readonly> renderState :Object
-
The render state. This is not the final RenderState instance; instead, it can contain a subset of render state properties identical to
renderState
passed to Context#createRenderState. -
<readonly> vertexShaderSource :String
-
The GLSL source code for the vertex shader.
Methods
-
getFragmentShaderSource
-
Procedurally creates the full GLSL fragment shader source for this appearance taking into account Appearance#fragmentShaderSource and Appearance#material.
Returns:
String The full GLSL fragment shader source.