coin_shaders(3)

πŸ“¦
version 4.0.10 Β· 4 versions
, in fedora 43, fedora 44

✨ NAME ✨

coin_shaders β€” the Shader Classes bestie πŸ’…

okay so real talk: shaders are programs that run on the graphics processor and replace the formerly fixed OpenGL pipeline. that's it, that's the vibe. πŸŽ€


πŸ¦‹ SYNOPSIS πŸ¦‹

πŸŽ€ Classes πŸŽ€

so here's the whole squad, no cap, every single one of them:

  • class SoVertexAttribute β€” a generic node for providing GL vertex attributes of various types. your custom data plug πŸ’œ
  • class SoVertexAttributeBinding β€” the node that sets up how vertex attributes get mapped onto shapes. the matchmaker fr fr 🫢
  • class SoFragmentShader β€” used for setting up fragment shader programs. pixel-by-pixel business ✨
  • class SoGeometryShader β€” used for loading geometry shader programs. πŸ¦‹
  • class SoShaderObject β€” the superclass for all shader classes in Coin. the mom of the group πŸ‘‘
  • class SoShaderParameter β€” the base class for all shader parameter classes. 🌸
  • class SoUniformShaderParameter β€” the base class for all uniform shader variables. πŸ’«
  • class SoShaderParameter1f β€” used to define a floating point value as shader parameter.
  • class SoShaderParameter1i β€” used to define an integer value as shader parameter.
  • class SoShaderParameter2f β€” used to define a two-dimensional floating point value as shader parameter.
  • class SoShaderParameter2i β€” used to define a two-dimensional integer value as shader parameter.
  • class SoShaderParameter3f β€” used to define a three-dimensional floating point value as shader parameter.
  • class SoShaderParameter3i β€” used to define a three-dimensional integer value as shader parameter.
  • class SoShaderParameter4f β€” used to define a four-dimensional floating point value as shader parameter.
  • class SoShaderParameter4i β€” used to define a four-dimensional integer value as shader parameter.
  • class SoShaderParameterArray1f β€” used to define a floating point array as shader parameter.
  • class SoShaderParameterArray1i β€” used to define an integer array as shader parameter.
  • class SoShaderParameterArray2f β€” used to define a two-dimensional floating point array as shader parameter.
  • class SoShaderParameterArray2i β€” used to define a two-dimensional integer array as shader parameter.
  • class SoShaderParameterArray3f β€” used to define a three-dimensional floating point array as shader parameter.
  • class SoShaderParameterArray3i β€” used to define a three-dimensional integer array as shader parameter.
  • class SoShaderParameterArray4f β€” used to define a four-dimensional floating point array as shader parameter.
  • class SoShaderParameterArray4i β€” used to define a four-dimensional integer array as shader parameter.
  • class SoShaderParameterMatrix β€” used to define a matrix as shader parameter. 🧚
  • class SoShaderParameterMatrixArray β€” used to define a matrix array as shader parameter. πŸ”₯
  • class SoShaderStateMatrixParameter β€” used to define a matrix as shader parameter whose content is derived from the traversal state. the ✨traversal state✨ one, iykyk
  • class SoShaderProgram β€” used to specify a set of vertex/geometry/fragment objects. the whole friend group in one node πŸ’–
  • class SoVertexShader β€” used for setting up vertex shader programs.

πŸ’« Detailed Description πŸ’«

okay so, shaders are programs that run on the graphics processor and replace the formerly fixed OpenGL pipeline. that's the core lore. 🌈

Coin-2.5 added support for Shaders. Shaders replace the fixed function vertex and fragment processing in OpenGL by letting the user define the processing that takes place at key points in the OpenGL pipeline. Vertex shaders handle the operations that occur on each vertex, while fragment shaders handle the operations that occur on each pixel. The SoShaderProgram node in Coin provides a convenient way of specifying the code for vertex and fragment shaders. genuinely iconic behavior πŸ’…

Coin-3.0 expanded upon the shader support by adding support for OpenGL Vertex Attributes. When using shaders, programmers are no longer limited to the set of attributes that OpenGL defines (glColor, glNormal, glTexCoord etc.) You can now define your own per-vertex data and pass them to the shaders using the SoVertexAttribute node. not me getting emotional over custom per-vertex data 😭 slay.


🫢 Author 🫢

Generated automatically by Doxygen for Coin from the source code. (yes bestie, the robot wrote it, we're just here to make it cute πŸŽ€)


Version 4.0.10 β€” Thu Jun 25 2026 00:00:00 β€” that's the manual page coin_shaders(3), and that's a wrap. mwah, go write some shaders πŸ’–βœ¨πŸ‘‘
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