Apply custom fragment shader pass
:classes: [] (string array) - Custom classes, e.g. ["big"]:gamma: false (boolean) - Pass RGBA values in sRGB instead of linear RGB:id: null (nullable string) - Unique ID, e.g. "sampler":pass: "light" (fragmentPass) - Fragment pass (color, light, rgba):shader: "<" (select) - Shader to use*Apply custom fragment shader pass* - `:classes`: `[]` (string array) - Custom classes, e.g. `["big"]` - `:gamma`: `false` (boolean) - Pass RGBA values in sRGB instead of linear RGB - `:id`: `null` (nullable string) - Unique ID, e.g. `"sampler"` - `:pass`: `"light"` (fragmentPass) - Fragment pass (color, light, rgba) - `:shader`: `"<"` (select) - Shader to use
Independent 2D layer/overlay
:classes: [] (string array) - Custom classes, e.g. ["big"]:depth: 1 (number) - 3D Depth:fit: y (fit) - Fit to (contain, cover, x, y):id: null (nullable string) - Unique ID, e.g. "sampler":pass: "view" (vertexPass) - Vertex pass (data, view, world, eye)*Independent 2D layer/overlay* - `:classes`: `[]` (string array) - Custom classes, e.g. `["big"]` - `:depth`: `1` (number) - 3D Depth - `:fit`: `y` (fit) - Fit to (contain, cover, x, y) - `:id`: `null` (nullable string) - Unique ID, e.g. `"sampler"` - `:pass`: `"view"` (vertexPass) - Vertex pass (data, view, world, eye)
Apply custom mask pass
:classes: [] (string array) - Custom classes, e.g. ["big"]:id: null (nullable string) - Unique ID, e.g. "sampler":shader: "<" (select) - Shader to use*Apply custom mask pass* - `:classes`: `[]` (string array) - Custom classes, e.g. `["big"]` - `:id`: `null` (nullable string) - Unique ID, e.g. `"sampler"` - `:shader`: `"<"` (select) - Shader to use
Transform geometry in 3D
:classes: [] (string array) - Custom classes, e.g. ["big"]:eulerOrder: xyz (swizzle) - 3D Euler order:id: null (nullable string) - Unique ID, e.g. "sampler":matrix: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1] (mat4) - 3D Projective Matrix:pass: "view" (vertexPass) - Vertex pass (data, view, world, eye):position: [0, 0, 0] (vec3) - 3D Position:quaternion: [0, 0, 0, 1] (quat) - 3D Quaternion:rotation: [0, 0, 0] (vec3) - 3D Euler rotation:scale: [1, 1, 1] (vec3) - 3D Scale*Transform geometry in 3D* - `:classes`: `[]` (string array) - Custom classes, e.g. `["big"]` - `:eulerOrder`: `xyz` (swizzle) - 3D Euler order - `:id`: `null` (nullable string) - Unique ID, e.g. `"sampler"` - `:matrix`: `[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]` (mat4) - 3D Projective Matrix - `:pass`: `"view"` (vertexPass) - Vertex pass (data, view, world, eye) - `:position`: `[0, 0, 0]` (vec3) - 3D Position - `:quaternion`: `[0, 0, 0, 1]` (quat) - 3D Quaternion - `:rotation`: `[0, 0, 0]` (vec3) - 3D Euler rotation - `:scale`: `[1, 1, 1]` (vec3) - 3D Scale
Transform geometry in 4D
:classes: [] (string array) - Custom classes, e.g. ["big"]:id: null (nullable string) - Unique ID, e.g. "sampler":matrix: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1] (mat4) - 4D Affine Matrix:pass: "view" (vertexPass) - Vertex pass (data, view, world, eye):position: [0, 0, 0, 0] (vec4) - 4D Position:scale: [1, 1, 1, 1] (vec4) - 4D Scale*Transform geometry in 4D* - `:classes`: `[]` (string array) - Custom classes, e.g. `["big"]` - `:id`: `null` (nullable string) - Unique ID, e.g. `"sampler"` - `:matrix`: `[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]` (mat4) - 4D Affine Matrix - `:pass`: `"view"` (vertexPass) - Vertex pass (data, view, world, eye) - `:position`: `[0, 0, 0, 0]` (vec4) - 4D Position - `:scale`: `[1, 1, 1, 1]` (vec4) - 4D Scale
Apply custom vertex shader pass
:classes: [] (string array) - Custom classes, e.g. ["big"]:id: null (nullable string) - Unique ID, e.g. "sampler":pass: "view" (vertexPass) - Vertex pass (data, view, world, eye):shader: "<" (select) - Shader to use*Apply custom vertex shader pass* - `:classes`: `[]` (string array) - Custom classes, e.g. `["big"]` - `:id`: `null` (nullable string) - Unique ID, e.g. `"sampler"` - `:pass`: `"view"` (vertexPass) - Vertex pass (data, view, world, eye) - `:shader`: `"<"` (select) - Shader to use
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