<ShaderCtr>

Description

Shader definition information.

Attributes

TypeAttributesDescription
NameThe name of the shader.

<BinaryData> Element

The string stores the content of the shader binary file using Base64 encoding.

<ShaderKinds> element

Child elements hold the type information for numerous shaders (<ShaderKindCtr>).
The text in <ShaderKindCtr> holds a string indicating the shader type (either VertexShader or GeometryShader)

<Descriptions> Element

Child elements hold the descriptions for numerous shader programs (<ShaderProgramDescriptionCtr>).

Example Output

<ShaderCtr Name="ParticleDefaultShader">
<BinaryData>RFZMQgIAAABQBwAAPAsAAER...</BinaryData>
<ShaderKinds>
<ShaderKindCtr>VertexShader</ShaderKindCtr>
<ShaderKindCtr>GeometryShader</ShaderKindCtr>
</ShaderKinds>
<Descriptions>
<ShaderProgramDescriptionCtr
VertexShaderIndex="0"
GeometryShaderIndex="1"
MaxBoneCount="0"
MaxVertexLightCount="0"
VertexLightEndUniform="60"
IsSupportingRigidSkinning="false"
IsSupportingSmoothSkinning="false"
IsSupportingHemiSphereLighting="false"
IsSupportingVertexMorphShader="false"
GeometryShaderMode="None">
<Symbols />
<AttributeSymbols>
<AttributeSymbolCtr Usage="Position" Name="aPosition" />
<AttributeSymbolCtr Usage="Normal" Name="aNormal" />
<AttributeSymbolCtr Usage="Tangent" Name="aTangent" />
<AttributeSymbolCtr Usage="Color" Name="aColor" />
<AttributeSymbolCtr Usage="TextureCoordinate0" Name="aTexCoord0" />
<AttributeSymbolCtr Usage="TextureCoordinate1" Name="aTexCoord1" />
<AttributeSymbolCtr Usage="TextureCoordinate2" Name="aTexCoord2" />
<AttributeSymbolCtr Usage="BoneIndex" Name="aBoneIndex" />
<AttributeSymbolCtr Usage="BoneWeight" Name="aBoneWeight" />
<AttributeSymbolCtr Usage="UserAttribute0" Name="aUserAttribute0" />
<AttributeSymbolCtr Usage="UserAttribute1" Name="aUserAttribute1" />
<AttributeSymbolCtr Usage="UserAttribute2" Name="aUserAttribute2" />
</AttributeSymbols>
</ShaderProgramDescriptionCtr>
</Descriptions>
</ShaderCtr>

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