ReadonlyemptyWhen no shaderCombinationStep matches the current number of drawables exactly,
the value of empty is used to pad out arrays.
OptionalobjectCalculating the number of objects to be drawn is done using the following pseudo-formula:
objectCountScaler * propertyUniformMapping[0].length
By default, its value is 1
An object describing the relationship between the object returned by a [[Drawable]]'s getObjectToSerialize and the name of the arrays used in the GLSL code.
OptionalsdfRequired property for shapes having physical dimensions.
The name of the function defined in the value of shader.
Its signature should look like this:
float (in vec2 target, out float colorIndex)
OptionalisInverted?: booleanBy default, drawables are not inverted.
The actual GLSL code that defines the drawables represented by this descriptor.
Your code should work with both GLSL version 100 and version 300 es.
Number of possible drawables around each tile.
For each step, a shader is generated, and at runtime the closest matching shader is used to render a given part of the scene.
Must contain 0 as a value.
The name of the uniform int used in the code to refer to the number of drawables of this type.
Used for containing the required information to compile drawables into shader code.
Each [[Drawable]] must have a static property of this type, called descriptor.
For more information on how to create your own DrawableDescriptors, look at the code of [[CircleFactory]] or [[InvertedTunnelFactory]].