virtual void set_filter(shader_filter aFilter, scalar aArgument1=0.0, scalar aArgument2=0.0, scalar aArgument3=0.0, scalar aArgument4=0.0)=0
virtual void clear_filter()=0
i_filter_shader abstract_type
i_fragment_shader abstract_type
virtual void clear_glyph()=0
virtual void set_first_glyph(const i_rendering_context &aContext, const glyph_text &aText, const glyph_char &aGlyphChar)=0
i_glyph_shader abstract_type
virtual void set_gradient(i_rendering_context &aContext, const gradient &aGradient)=0
virtual void set_gradient(i_rendering_context &aContext, const game::gradient &aGradient)=0
i_gradient_shader abstract_type
virtual void clear_gradient()=0
i_shape_shader abstract_type
virtual void set_shape(shader_shape aShape)=0
virtual bool shape_active() const =0
virtual void clear_shape()=0
virtual void clear_stipple()=0
virtual void set_stipple(scalar aFactor, uint16_t aPattern, scalar aPosition=0.0)=0
virtual void next(const i_rendering_context &aContext, const vec3 &aFrom, scalar aPositionOffset)=0
virtual void start(const i_rendering_context &aContext, const vec3 &aFrom)=0
i_stipple_shader abstract_type
virtual bool stipple_active() const =0
i_texture_shader abstract_type
virtual void set_texture(const i_texture &aTexture)=0
virtual void clear_texture()=0
virtual void set_effect(shader_effect aEffect)=0