Available since LÖVE 0.9.0
It has been renamed from love.graphics.setPixelEffect.
Sets or resets a Shader as the current pixel effect or vertex shaders. All drawing operations until the next love.graphics.setShader will be drawn using the Shader object specified.
love.graphics.setShader( shader )
Shader shaderNothing.
Sets the current shader to a specified Shader. All drawing operations until the next love.graphics.setShader will be drawn using the Shader object specified.
love.graphics.setShader( )
None.
Nothing.
Disables shaders, allowing unfiltered drawing operations.
function love.load()
effect = love.graphics.newShader [[
extern number time;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
{
return vec4((1.0+sin(time))/2.0, abs(cos(time)), abs(sin(time)), 1.0);
}
]]
end
function love.draw()
-- boring white
love.graphics.setShader()
love.graphics.rectangle('fill', 10,10,780,285)
-- LOOK AT THE PRETTY COLORS!
love.graphics.setShader(effect)
love.graphics.rectangle('fill', 10,305,780,285)
end
local t = 0
function love.update(dt)
t = t + dt
effect:send("time", t)
end
© 2006–2016 LÖVE Development Team
Licensed under the GNU Free Documentation License, Version 1.3.
https://love2d.org/wiki/love.graphics.setShader