{
"textures": {
"final": {
"width": 800,
"height": 600,
"filter": false
}
},
"blit": "final",
"passes": [
{
"shader": "shaders/checkerboard.frag",
"samplers": [],
"output": "final",
"params": [ 32 ]
}
]
}
- A key-value list of named textures (framebuffers as well)
- Texture names must start with a letter (A-Z and a-z).
- Texture names starting with
!
are considered reserved.
width
: texture's width (should be greater or equal to 1).height
: texture's height (should be greater or equal to 1).filter
: when true, linear filtering is applied when sampling the texture.
!blank
: a blank texture.!image
: the source image.!vflip
: the source image flipped vertically.!frame
: the processed image blitted last frame.
After running all the passes, RITEG will blit (copy) the specified texture to the window's framebuffer.
- An array of objects defining each render pass ran in the exact oreder.
shader
: path to a fragment shader.samplers
: an array of texture names bound their respective slots. Reserved texture names can be used here.output
: name of the texture (framebuffer) this pass will render intoparams
: an array of up to 16 floating point parameters passed to the shader.