- Bvec2
alias Bvec2 = Vector2!(bool)
2D bool vector (bvec2 in GLSL)
- Bvec3
alias Bvec3 = Vector3!(bool)
3D bool vector (bvec3 in GLSL)
- Bvec4
alias Bvec4 = Vector4!(bool)
4D bool vector (bvec4 in GLSL)
- Ivec2
alias Ivec2 = Vector2!(int)
2D int vector (ivec2 in GLSL)
- Ivec3
alias Ivec3 = Vector3!(int)
3D int vector (ivec3 in GLSL)
- Ivec4
alias Ivec4 = Vector4!(int)
4D int vector ( ivec4 in GLSL)
- Mat3
alias Mat3 = Matrix!(3, 3)
3x3 float matrix (mat3 in GLSL)
- Mat4
alias Mat4 = Matrix!(4, 4)
4x4 float matrix (mat4 in GLSL)
- Vec2
alias Vec2 = Vector2!(float)
2D float vector (vec2 in GLSL)
- Vec3
alias Vec3 = Vector3!(float)
3D float vector (vec3 in GLSL)
- Vec4
alias Vec4 = Vector4!(float)
4D float vector (vec4 in GLSL)
* The glsl module contains types that match their equivalents in GLSL, the * OpenGL shading language. These types are exclusively used by the * $(SHADER_LINK) class. * * Types that already exist in DSFML, such as $(VECTOR2_LINK) and * $(VECTOR3_LINK), are reused as aliases, so you can use the types in this * module as well as the original ones. * Others are newly defined, such as Vec4 or Mat3. Their actual type is an * implementation detail and should not be used. * * All vector types support a default constructor that initializes every * component to zero, in addition to a constructor with one parameter for each * component. * The components are stored in member variables called x, y, z, and w. * * All matrix types support a constructor with a float[] parameter of the * appropriate size (that is, 9 in a 3x3 matrix, 16 in a 4x4 matrix). * Furthermore, they can be converted from $(TRANSFORM_LINK) objects.