Getting started
Minimal pipeline
#include <screenConstants>
#include "shader/customInclude.lum"
Input -> VertexPass: Vector3 vertexPosition;
VertexPass -> FragmentPass: Vector2 fragUV;
VertexPass()
{
Vector4 clip = Vector4(vertexPosition, 1.0);
pixelPosition = clip;
fragUV = vertexPosition.xy * 0.5 + 0.5;
}
FragmentPass()
{
Vector4 finalColor = Vector4(fragUV.x, fragUV.y, 0.0, 1.0);
pixelColor = finalColor;
}
Build outputs
The compiler emits:
- GLSL for vertex and fragment stages.
- A compiled artifact Sparkle reads to bind your pipeline (see Compiled artifact format).