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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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                  <a href="#cogl-Shaders-and-Programmable-Pipeline.description" class="shortcut">Description</a>
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<div class="refentry">
<a name="cogl-Shaders-and-Programmable-Pipeline"></a><div class="titlepage"></div>
<div class="refnamediv"><table width="100%"><tr>
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<h2><span class="refentrytitle"><a name="cogl-Shaders-and-Programmable-Pipeline.top_of_page"></a>Shaders and Programmable Pipeline</span></h2>
<p>Shaders and Programmable Pipeline — Fuctions for accessing the programmable GL pipeline</p>
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<div class="refsynopsisdiv">
<a name="cogl-Shaders-and-Programmable-Pipeline.synopsis"></a><h2>Synopsis</h2>
<pre class="synopsis">enum                <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#CoglShaderType" title="enum CoglShaderType">CoglShaderType</a>;
<a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="returnvalue">CoglHandle</span></a>          <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-create-shader" title="cogl_create_shader ()">cogl_create_shader</a>                  (<em class="parameter"><code><a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#CoglShaderType" title="enum CoglShaderType"><span class="type">CoglShaderType</span></a> shader_type</code></em>);
<span class="returnvalue">gboolean</span>            <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-is-shader" title="cogl_is_shader ()">cogl_is_shader</a>                      (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> handle</code></em>);
<span class="returnvalue">void</span>                <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-shader-source" title="cogl_shader_source ()">cogl_shader_source</a>                  (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> shader</code></em>,
                                                         <em class="parameter"><code>const <span class="type">char</span> *source</code></em>);
<span class="returnvalue">void</span>                <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-shader-compile" title="cogl_shader_compile ()">cogl_shader_compile</a>                 (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> handle</code></em>);
<span class="returnvalue">char</span> *              <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-shader-get-info-log" title="cogl_shader_get_info_log ()">cogl_shader_get_info_log</a>            (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> handle</code></em>);
<a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#CoglShaderType" title="enum CoglShaderType"><span class="returnvalue">CoglShaderType</span></a>      <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-shader-get-type" title="cogl_shader_get_type ()">cogl_shader_get_type</a>                (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> handle</code></em>);
<span class="returnvalue">gboolean</span>            <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-shader-is-compiled" title="cogl_shader_is_compiled ()">cogl_shader_is_compiled</a>             (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> handle</code></em>);

<a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="returnvalue">CoglHandle</span></a>          <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-create-program" title="cogl_create_program ()">cogl_create_program</a>                 (<em class="parameter"><code><span class="type">void</span></code></em>);
<span class="returnvalue">gboolean</span>            <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-is-program" title="cogl_is_program ()">cogl_is_program</a>                     (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> handle</code></em>);
<span class="returnvalue">void</span>                <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-attach-shader" title="cogl_program_attach_shader ()">cogl_program_attach_shader</a>          (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> program_handle</code></em>,
                                                         <em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> shader_handle</code></em>);
<span class="returnvalue">void</span>                <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-link" title="cogl_program_link ()">cogl_program_link</a>                   (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> handle</code></em>);
<span class="returnvalue">int</span>                 <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-get-uniform-location" title="cogl_program_get_uniform_location ()">cogl_program_get_uniform_location</a>   (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> handle</code></em>,
                                                         <em class="parameter"><code>const <span class="type">char</span> *uniform_name</code></em>);
<span class="returnvalue">void</span>                <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-set-uniform-1f" title="cogl_program_set_uniform_1f ()">cogl_program_set_uniform_1f</a>         (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> program</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> uniform_location</code></em>,
                                                         <em class="parameter"><code><span class="type">float</span> value</code></em>);
<span class="returnvalue">void</span>                <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-set-uniform-1i" title="cogl_program_set_uniform_1i ()">cogl_program_set_uniform_1i</a>         (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> program</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> uniform_location</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> value</code></em>);
<span class="returnvalue">void</span>                <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-set-uniform-float" title="cogl_program_set_uniform_float ()">cogl_program_set_uniform_float</a>      (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> program</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> uniform_location</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> n_components</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> count</code></em>,
                                                         <em class="parameter"><code>const <span class="type">float</span> *value</code></em>);
<span class="returnvalue">void</span>                <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-set-uniform-int" title="cogl_program_set_uniform_int ()">cogl_program_set_uniform_int</a>        (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> program</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> uniform_location</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> n_components</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> count</code></em>,
                                                         <em class="parameter"><code>const <span class="type">int</span> *value</code></em>);
<span class="returnvalue">void</span>                <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-set-uniform-matrix" title="cogl_program_set_uniform_matrix ()">cogl_program_set_uniform_matrix</a>     (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> program</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> uniform_location</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> dimensions</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> count</code></em>,
                                                         <em class="parameter"><code><span class="type">gboolean</span> transpose</code></em>,
                                                         <em class="parameter"><code>const <span class="type">float</span> *value</code></em>);
</pre>
</div>
<div class="refsect1">
<a name="cogl-Shaders-and-Programmable-Pipeline.description"></a><h2>Description</h2>
<p>
Cogl allows accessing the GL programmable pipeline in order to create
vertex and fragment shaders.
</p>
<p>
The shader source code can either be GLSL or ARBfp. If the source
code is ARBfp, it must begin with the string “!!ARBfp1.0”. The
application should check for the <a class="link" href="cogl-General-API.html#COGL-FEATURE-SHADERS-GLSL:CAPS"><code class="literal">COGL_FEATURE_SHADERS_GLSL</code></a> or
<a class="link" href="cogl-General-API.html#COGL-FEATURE-SHADERS-ARBFP:CAPS"><code class="literal">COGL_FEATURE_SHADERS_ARBFP</code></a> features before using shaders.
</p>
<p>
When using GLSL Cogl provides replacement names for most of the
builtin varyings and uniforms. It is recommended to use these names
wherever possible to increase portability between OpenGL 2.0 and
GLES 2.0. GLES 2.0 does not have most of the builtins under their
original names so they will only work with the Cogl names.
</p>
<p>
For use in all GLSL shaders, the Cogl builtins are as follows:
</p>
<p>
</p>
<div class="tip" style="margin-left: 0.5in; margin-right: 0.5in;">
<h3 class="title">Tip</h3>
<div class="glosslist"><dl>
<dt>uniform mat4
        <span class="emphasis"><em>cogl_modelview_matrix</em></span>
</dt>
<dd><p>
   The current modelview matrix. This is equivalent to
   <span class="type">gl_ModelViewMatrix</span>.
  </p></dd>
<dt>uniform mat4
        <span class="emphasis"><em>cogl_projection_matrix</em></span>
</dt>
<dd><p>
   The current projection matrix. This is equivalent to
   <span class="type">gl_ProjectionMatrix</span>.
  </p></dd>
<dt>uniform mat4
        <span class="emphasis"><em>cogl_modelview_projection_matrix</em></span>
</dt>
<dd><p>
   The combined modelview and projection matrix. A vertex shader
   would typically use this to transform the incoming vertex
   position. The separate modelview and projection matrices are
   usually only needed for lighting calculations. This is
   equivalent to <span class="type">gl_ModelViewProjectionMatrix</span>.
  </p></dd>
<dt>uniform mat4
        <span class="emphasis"><em>cogl_texture_matrix</em></span>[]</dt>
<dd><p>
   An array of matrices for transforming the texture
   coordinates. This is equivalent to <span class="type">gl_TextureMatrix</span>.
  </p></dd>
</dl></div>
</div>
<p>
</p>
<p>
In a vertex shader, the following are also available:
</p>
<p>
</p>
<div class="tip" style="margin-left: 0.5in; margin-right: 0.5in;">
<h3 class="title">Tip</h3>
<div class="glosslist"><dl>
<dt>attribute vec4
        <span class="emphasis"><em>cogl_position_in</em></span>
</dt>
<dd><p>
   The incoming vertex position. This is equivalent to <span class="type">gl_Vertex</span>.
  </p></dd>
<dt>attribute vec4
        <span class="emphasis"><em>cogl_color_in</em></span>
</dt>
<dd><p>
   The incoming vertex color. This is equivalent to <span class="type">gl_Color</span>.
  </p></dd>
<dt>attribute vec4
        <span class="emphasis"><em>cogl_tex_coord_in</em></span>
</dt>
<dd><p>
   The texture coordinate for the first texture unit. This is
   equivalent to <span class="type">gl_MultiTexCoord0</span>.
  </p></dd>
<dt>attribute vec4
        <span class="emphasis"><em>cogl_tex_coord0_in</em></span>
</dt>
<dd><p>
   The texture coordinate for the first texture unit. This is
   equivalent to <span class="type">gl_MultiTexCoord0</span>. There is also
   <span class="type">cogl_tex_coord1_in</span> and so on.
  </p></dd>
<dt>attribute vec3
        <span class="emphasis"><em>cogl_normal_in</em></span>
</dt>
<dd><p>
   The normal of the vertex. This is equivalent to <span class="type">gl_Normal</span>.
  </p></dd>
<dt>vec4
        <span class="emphasis"><em>cogl_position_out</em></span>
</dt>
<dd><p>
   The calculated position of the vertex. This must be written to
   in all vertex shaders. This is equivalent to <span class="type">gl_Position</span>.
  </p></dd>
<dt>float
        <span class="emphasis"><em>cogl_point_size_out</em></span>
</dt>
<dd><p>
   The calculated size of a point. This is equivalent to <span class="type">gl_PointSize</span>.
  </p></dd>
<dt>varying vec4
        <span class="emphasis"><em>cogl_color_out</em></span>
</dt>
<dd><p>
   The calculated color of a vertex. This is equivalent to <span class="type">gl_FrontColor</span>.
  </p></dd>
<dt>varying vec4
        <span class="emphasis"><em>cogl_tex_coord_out</em></span>[]</dt>
<dd><p>
   An array of calculated texture coordinates for a vertex. This is
   equivalent to <span class="type">gl_TexCoord</span>.
  </p></dd>
</dl></div>
</div>
<p>
</p>
<p>
In a fragment shader, the following are also available:
</p>
<p>
</p>
<div class="tip" style="margin-left: 0.5in; margin-right: 0.5in;">
<h3 class="title">Tip</h3>
<div class="glosslist"><dl>
<dt>varying vec4 <span class="emphasis"><em>cogl_color_in</em></span>
</dt>
<dd><p>
   The calculated color of a vertex. This is equivalent to <span class="type">gl_FrontColor</span>.
  </p></dd>
<dt>varying vec4
             <span class="emphasis"><em>cogl_tex_coord_in</em></span>[]</dt>
<dd><p>
   An array of calculated texture coordinates for a vertex. This is
   equivalent to <span class="type">gl_TexCoord</span>.
  </p></dd>
<dt>vec4 <span class="emphasis"><em>cogl_color_out</em></span>
</dt>
<dd><p>
   The final calculated color of the fragment. All fragment shaders
   must write to this variable. This is equivalent to
   <span class="type">gl_FrontColor</span>.
  </p></dd>
<dt>float <span class="emphasis"><em>cogl_depth_out</em></span>
</dt>
<dd><p>
   An optional output variable specifying the depth value to use
   for this fragment. This is equivalent to <span class="type">gl_FragDepth</span>.
  </p></dd>
<dt>bool <span class="emphasis"><em>cogl_front_facing</em></span>
</dt>
<dd><p>
   A readonly variable that will be true if the current primitive
   is front facing. This can be used to implement two-sided
   coloring algorithms. This is equivalent to <span class="type">gl_FrontFacing</span>.
  </p></dd>
</dl></div>
</div>
<p>
</p>
<p>
It's worth nothing that this API isn't what Cogl would like to have
in the long term and it may be removed in Cogl 2.0. The
experimental <span class="type">CoglShader</span> API is the proposed replacement.
</p>
</div>
<div class="refsect1">
<a name="cogl-Shaders-and-Programmable-Pipeline.details"></a><h2>Details</h2>
<div class="refsect2">
<a name="CoglShaderType"></a><h3>enum CoglShaderType</h3>
<pre class="programlisting">typedef enum {
  COGL_SHADER_TYPE_VERTEX,
  COGL_SHADER_TYPE_FRAGMENT
} CoglShaderType;
</pre>
<p>
Types of shaders
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><a name="COGL-SHADER-TYPE-VERTEX:CAPS"></a><span class="term"><code class="literal">COGL_SHADER_TYPE_VERTEX</code></span></p></td>
<td>A program for proccessing vertices
</td>
</tr>
<tr>
<td><p><a name="COGL-SHADER-TYPE-FRAGMENT:CAPS"></a><span class="term"><code class="literal">COGL_SHADER_TYPE_FRAGMENT</code></span></p></td>
<td>A program for processing fragments
</td>
</tr>
</tbody>
</table></div>
<p class="since">Since 1.0</p>
</div>
<hr>
<div class="refsect2">
<a name="cogl-create-shader"></a><h3>cogl_create_shader ()</h3>
<pre class="programlisting"><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="returnvalue">CoglHandle</span></a>          cogl_create_shader                  (<em class="parameter"><code><a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#CoglShaderType" title="enum CoglShaderType"><span class="type">CoglShaderType</span></a> shader_type</code></em>);</pre>
<p>
Create a new shader handle, use <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-shader-source" title="cogl_shader_source ()"><code class="function">cogl_shader_source()</code></a> to set the
source code to be used on it.
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>shader_type</code></em> :</span></p></td>
<td>COGL_SHADER_TYPE_VERTEX or COGL_SHADER_TYPE_FRAGMENT.</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td>a new shader handle.</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2">
<a name="cogl-is-shader"></a><h3>cogl_is_shader ()</h3>
<pre class="programlisting"><span class="returnvalue">gboolean</span>            cogl_is_shader                      (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> handle</code></em>);</pre>
<p>
Gets whether the given handle references an existing shader object.
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td>A CoglHandle</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td>
<code class="literal">TRUE</code> if the handle references a shader,
<code class="literal">FALSE</code> otherwise</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2">
<a name="cogl-shader-source"></a><h3>cogl_shader_source ()</h3>
<pre class="programlisting"><span class="returnvalue">void</span>                cogl_shader_source                  (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> shader</code></em>,
                                                         <em class="parameter"><code>const <span class="type">char</span> *source</code></em>);</pre>
<p>
Replaces the current source associated with a shader with a new
one.
</p>
<p>
Please see <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-Shaders-and-Programmable-Pipeline.description" title="Description">above</a>
for a description of the recommended format for the shader code.
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>shader</code></em> :</span></p></td>
<td>
<a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a shader.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>source</code></em> :</span></p></td>
<td>Shader source.</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2">
<a name="cogl-shader-compile"></a><h3>cogl_shader_compile ()</h3>
<pre class="programlisting"><span class="returnvalue">void</span>                cogl_shader_compile                 (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> handle</code></em>);</pre>
<p>
Compiles the shader, no return value, but the shader is now ready
for linking into a program. Note that calling this function is
optional. If it is not called then the shader will be automatically
compiled when it is linked.
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody><tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td>
<a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a shader.</td>
</tr></tbody>
</table></div>
</div>
<hr>
<div class="refsect2">
<a name="cogl-shader-get-info-log"></a><h3>cogl_shader_get_info_log ()</h3>
<pre class="programlisting"><span class="returnvalue">char</span> *              cogl_shader_get_info_log            (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> handle</code></em>);</pre>
<p>
Retrieves the information log for a coglobject, can be used in conjunction
with <code class="function">cogl_shader_get_parameteriv()</code> to retrieve the compiler warnings/error
messages that caused a shader to not compile correctly, mainly useful for
debugging purposes.
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td>
<a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a shader.</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td>a newly allocated string containing the info log. Use
<code class="function">g_free()</code> to free it</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2">
<a name="cogl-shader-get-type"></a><h3>cogl_shader_get_type ()</h3>
<pre class="programlisting"><a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#CoglShaderType" title="enum CoglShaderType"><span class="returnvalue">CoglShaderType</span></a>      cogl_shader_get_type                (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> handle</code></em>);</pre>
<p>
Retrieves the type of a shader <a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a>
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td>
<a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a shader.</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td>
<a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#COGL-SHADER-TYPE-VERTEX:CAPS"><code class="literal">COGL_SHADER_TYPE_VERTEX</code></a> if the shader is a vertex processor
or <a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#COGL-SHADER-TYPE-FRAGMENT:CAPS"><code class="literal">COGL_SHADER_TYPE_FRAGMENT</code></a> if the shader is a frament processor</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2">
<a name="cogl-shader-is-compiled"></a><h3>cogl_shader_is_compiled ()</h3>
<pre class="programlisting"><span class="returnvalue">gboolean</span>            cogl_shader_is_compiled             (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> handle</code></em>);</pre>
<p>
Retrieves whether a shader <a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> has been compiled
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td>
<a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a shader.</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td>
<code class="literal">TRUE</code> if the shader object has sucessfully be compiled</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2">
<a name="cogl-create-program"></a><h3>cogl_create_program ()</h3>
<pre class="programlisting"><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="returnvalue">CoglHandle</span></a>          cogl_create_program                 (<em class="parameter"><code><span class="type">void</span></code></em>);</pre>
<p>
Create a new cogl program object that can be used to replace parts of the GL
rendering pipeline with custom code.
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody><tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td>a new cogl program.</td>
</tr></tbody>
</table></div>
</div>
<hr>
<div class="refsect2">
<a name="cogl-is-program"></a><h3>cogl_is_program ()</h3>
<pre class="programlisting"><span class="returnvalue">gboolean</span>            cogl_is_program                     (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> handle</code></em>);</pre>
<p>
Gets whether the given handle references an existing program object.
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td>A CoglHandle</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td>
<code class="literal">TRUE</code> if the handle references a program,
<code class="literal">FALSE</code> otherwise</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2">
<a name="cogl-program-attach-shader"></a><h3>cogl_program_attach_shader ()</h3>
<pre class="programlisting"><span class="returnvalue">void</span>                cogl_program_attach_shader          (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> program_handle</code></em>,
                                                         <em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> shader_handle</code></em>);</pre>
<p>
Attaches a shader to a program object. A program can have multiple
vertex or fragment shaders but only one of them may provide a
<code class="function">main()</code> function. It is allowed to use a program with only a vertex
shader or only a fragment shader.
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>program_handle</code></em> :</span></p></td>
<td>a <a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a shdaer program.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>shader_handle</code></em> :</span></p></td>
<td>a <a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a vertex of fragment shader.</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2">
<a name="cogl-program-link"></a><h3>cogl_program_link ()</h3>
<pre class="programlisting"><span class="returnvalue">void</span>                cogl_program_link                   (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> handle</code></em>);</pre>
<p>
Links a program making it ready for use. Note that calling this
function is optional. If it is not called the program will
automatically be linked the first time it is used.
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody><tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td>a <a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a shader program.</td>
</tr></tbody>
</table></div>
</div>
<hr>
<div class="refsect2">
<a name="cogl-program-get-uniform-location"></a><h3>cogl_program_get_uniform_location ()</h3>
<pre class="programlisting"><span class="returnvalue">int</span>                 cogl_program_get_uniform_location   (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> handle</code></em>,
                                                         <em class="parameter"><code>const <span class="type">char</span> *uniform_name</code></em>);</pre>
<p>
Retrieve the location (offset) of a uniform variable in a shader program,
a uniform is a variable that is constant for all vertices/fragments for a
shader object and is possible to modify as an external parameter.
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>handle</code></em> :</span></p></td>
<td>a <a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a shader program.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>uniform_name</code></em> :</span></p></td>
<td>the name of a uniform.</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td>the offset of a uniform in a specified program.
This uniform can be set using <a class="link" href="cogl-Shaders-and-Programmable-Pipeline-(Deprecated).html#cogl-program-uniform-1f" title="cogl_program_uniform_1f ()"><code class="function">cogl_program_uniform_1f()</code></a> when the
program is in use.</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2">
<a name="cogl-program-set-uniform-1f"></a><h3>cogl_program_set_uniform_1f ()</h3>
<pre class="programlisting"><span class="returnvalue">void</span>                cogl_program_set_uniform_1f         (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> program</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> uniform_location</code></em>,
                                                         <em class="parameter"><code><span class="type">float</span> value</code></em>);</pre>
<p>
Changes the value of a floating point uniform for the given linked
<em class="parameter"><code>program</code></em>.
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>program</code></em> :</span></p></td>
<td>A <a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a linked program</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>uniform_location</code></em> :</span></p></td>
<td>the uniform location retrieved from
<a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-get-uniform-location" title="cogl_program_get_uniform_location ()"><code class="function">cogl_program_get_uniform_location()</code></a>.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>value</code></em> :</span></p></td>
<td>the new value of the uniform.</td>
</tr>
</tbody>
</table></div>
<p class="since">Since 1.4</p>
</div>
<hr>
<div class="refsect2">
<a name="cogl-program-set-uniform-1i"></a><h3>cogl_program_set_uniform_1i ()</h3>
<pre class="programlisting"><span class="returnvalue">void</span>                cogl_program_set_uniform_1i         (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> program</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> uniform_location</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> value</code></em>);</pre>
<p>
Changes the value of an integer uniform for the given linked
<em class="parameter"><code>program</code></em>.
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>program</code></em> :</span></p></td>
<td>A <a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a linked program</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>uniform_location</code></em> :</span></p></td>
<td>the uniform location retrieved from
<a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-get-uniform-location" title="cogl_program_get_uniform_location ()"><code class="function">cogl_program_get_uniform_location()</code></a>.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>value</code></em> :</span></p></td>
<td>the new value of the uniform.</td>
</tr>
</tbody>
</table></div>
<p class="since">Since 1.4</p>
</div>
<hr>
<div class="refsect2">
<a name="cogl-program-set-uniform-float"></a><h3>cogl_program_set_uniform_float ()</h3>
<pre class="programlisting"><span class="returnvalue">void</span>                cogl_program_set_uniform_float      (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> program</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> uniform_location</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> n_components</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> count</code></em>,
                                                         <em class="parameter"><code>const <span class="type">float</span> *value</code></em>);</pre>
<p>
Changes the value of a float vector uniform, or uniform array for
the given linked <em class="parameter"><code>program</code></em>.
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>program</code></em> :</span></p></td>
<td>A <a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a linked program</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>uniform_location</code></em> :</span></p></td>
<td>the uniform location retrieved from
<a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-get-uniform-location" title="cogl_program_get_uniform_location ()"><code class="function">cogl_program_get_uniform_location()</code></a>.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>n_components</code></em> :</span></p></td>
<td>The number of components for the uniform. For
example with glsl you'd use 3 for a vec3 or 4 for a vec4.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>count</code></em> :</span></p></td>
<td>For uniform arrays this is the array length otherwise just
pass 1</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>value</code></em> :</span></p></td>
<td>the new value of the uniform[s]. <span class="annotation">[<acronym title="Parameter points to an array of items."><span class="acronym">array</span></acronym> length=count]</span>
</td>
</tr>
</tbody>
</table></div>
<p class="since">Since 1.4</p>
</div>
<hr>
<div class="refsect2">
<a name="cogl-program-set-uniform-int"></a><h3>cogl_program_set_uniform_int ()</h3>
<pre class="programlisting"><span class="returnvalue">void</span>                cogl_program_set_uniform_int        (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> program</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> uniform_location</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> n_components</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> count</code></em>,
                                                         <em class="parameter"><code>const <span class="type">int</span> *value</code></em>);</pre>
<p>
Changes the value of a int vector uniform, or uniform array for
the given linked <em class="parameter"><code>program</code></em>.
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>program</code></em> :</span></p></td>
<td>A <a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a linked program</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>uniform_location</code></em> :</span></p></td>
<td>the uniform location retrieved from
<a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-get-uniform-location" title="cogl_program_get_uniform_location ()"><code class="function">cogl_program_get_uniform_location()</code></a>.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>n_components</code></em> :</span></p></td>
<td>The number of components for the uniform. For
example with glsl you'd use 3 for a vec3 or 4 for a vec4.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>count</code></em> :</span></p></td>
<td>For uniform arrays this is the array length otherwise just
pass 1</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>value</code></em> :</span></p></td>
<td>the new value of the uniform[s]. <span class="annotation">[<acronym title="Parameter points to an array of items."><span class="acronym">array</span></acronym> length=count]</span>
</td>
</tr>
</tbody>
</table></div>
<p class="since">Since 1.4</p>
</div>
<hr>
<div class="refsect2">
<a name="cogl-program-set-uniform-matrix"></a><h3>cogl_program_set_uniform_matrix ()</h3>
<pre class="programlisting"><span class="returnvalue">void</span>                cogl_program_set_uniform_matrix     (<em class="parameter"><code><a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> program</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> uniform_location</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> dimensions</code></em>,
                                                         <em class="parameter"><code><span class="type">int</span> count</code></em>,
                                                         <em class="parameter"><code><span class="type">gboolean</span> transpose</code></em>,
                                                         <em class="parameter"><code>const <span class="type">float</span> *value</code></em>);</pre>
<p>
Changes the value of a matrix uniform, or uniform array in the
given linked <em class="parameter"><code>program</code></em>.
</p>
<div class="variablelist"><table border="0">
<col align="left" valign="top">
<tbody>
<tr>
<td><p><span class="term"><em class="parameter"><code>program</code></em> :</span></p></td>
<td>A <a class="link" href="cogl-General-API.html#CoglHandle" title="CoglHandle"><span class="type">CoglHandle</span></a> for a linked program</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>uniform_location</code></em> :</span></p></td>
<td>the uniform location retrieved from
<a class="link" href="cogl-Shaders-and-Programmable-Pipeline.html#cogl-program-get-uniform-location" title="cogl_program_get_uniform_location ()"><code class="function">cogl_program_get_uniform_location()</code></a>.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>dimensions</code></em> :</span></p></td>
<td>The dimensions of the matrix. So for for example pass
2 for a 2x2 matrix or 3 for 3x3.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>count</code></em> :</span></p></td>
<td>For uniform arrays this is the array length otherwise just
pass 1</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>transpose</code></em> :</span></p></td>
<td>Whether to transpose the matrix when setting the uniform.</td>
</tr>
<tr>
<td><p><span class="term"><em class="parameter"><code>value</code></em> :</span></p></td>
<td>the new value of the uniform. <span class="annotation">[<acronym title="Parameter points to an array of items."><span class="acronym">array</span></acronym> length=count]</span>
</td>
</tr>
</tbody>
</table></div>
<p class="since">Since 1.4</p>
</div>
</div>
</div>
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