Py5Shader.set()#
Sets the uniform variables inside the shader to modify the effect while the program is running.
Examples#
def setup():
global tex
global deform
py5.size(640, 360, py5.P2D)
tex = py5.load_image("tex1.jpg")
deform = py5.load_shader("deform.glsl")
deform.set("resolution", float(py5.width), float(py5.height))
def draw():
deform.set("time", py5.millis() / 1000.0)
deform.set("mouse", float(py5.mouse_x), float(py5.mouse_y))
py5.shader(deform)
py5.image(tex, 0, 0, py5.width, py5.height)
Description#
Sets the uniform variables inside the shader to modify the effect while the program is running.
Underlying Processing method: PShader.set
Signatures#
set(
name: str, # the name of the uniform variable to modify
boolvec: JArray(JBoolean), # modifies all the components of an array/vector uniform variable
ncoords: int, # number of coordinates per element, max 4
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
mat: npt.NDArray[np.floating], # 2D numpy array of values with shape 2x3 for 2D matrices or 4x4 for 3D matrices
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
mat: npt.NDArray[np.floating], # 2D numpy array of values with shape 2x3 for 2D matrices or 4x4 for 3D matrices
use3x3: bool, # enforces the numpy array is 3 x 3
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
tex: Py5Image, # sets the sampler uniform variable to read from this image texture
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
vec: JArray(JBoolean), # modifies all the components of an array/vector uniform variable
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
vec: Py5Vector, # vector of values to modify all the components of an array/vector uniform variable
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
vec: npt.NDArray[np.floating], # 1D numpy array of values to modify all the components of an array/vector uniform variable
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
vec: npt.NDArray[np.floating], # 1D numpy array of values to modify all the components of an array/vector uniform variable
ncoords: int, # number of coordinates per element, max 4
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
vec: npt.NDArray[np.integer], # 1D numpy array of values to modify all the components of an array/vector uniform variable
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
vec: npt.NDArray[np.integer], # 1D numpy array of values to modify all the components of an array/vector uniform variable
ncoords: int, # number of coordinates per element, max 4
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
x: bool, # first component of the variable to modify
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
x: bool, # first component of the variable to modify
y: bool, # second component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[2], vec2)
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
x: bool, # first component of the variable to modify
y: bool, # second component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[2], vec2)
z: bool, # third component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[3], vec3)
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
x: bool, # first component of the variable to modify
y: bool, # second component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[2], vec2)
z: bool, # third component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[3], vec3)
w: bool, # fourth component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[4], vec4)
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
x: float, # first component of the variable to modify
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
x: float, # first component of the variable to modify
y: float, # second component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[2], vec2)
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
x: float, # first component of the variable to modify
y: float, # second component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[2], vec2)
z: float, # third component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[3], vec3)
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
x: float, # first component of the variable to modify
y: float, # second component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[2], vec2)
z: float, # third component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[3], vec3)
w: float, # fourth component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[4], vec4)
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
x: int, # first component of the variable to modify
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
x: int, # first component of the variable to modify
y: int, # second component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[2], vec2)
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
x: int, # first component of the variable to modify
y: int, # second component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[2], vec2)
z: int, # third component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[3], vec3)
/,
) -> None
set(
name: str, # the name of the uniform variable to modify
x: int, # first component of the variable to modify
y: int, # second component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[2], vec2)
z: int, # third component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[3], vec3)
w: int, # fourth component of the variable to modify. The variable has to be declared with an array/vector type in the shader (i.e.: int[4], vec4)
/,
) -> None
Updated on March 06, 2023 02:49:26am UTC