Py5Shader.set()

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