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mathbox.primitives.transform


Fragmentcljs

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
sourceraw docstring

Layercljs

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)
sourceraw docstring

Maskcljs

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
sourceraw docstring

Transformcljs

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
sourceraw docstring

Transform4cljs

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
sourceraw docstring

Vertexcljs

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
sourceraw docstring

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