FOpenGLFrontend::PrepareCodeForOfflineCompilation

Final source code processing, based on device capabilities, before actual (offline) compilation; it mostly mirrors the behaviour of OpenGLShaders.cpp/GLSLToDeviceCompatibleGLSL()

Unreal Engine C++ API Reference > Developer > ShaderFormatOpenGL > FOpenGLFrontend

References

   
Module ShaderFormatOpenGL
Header /Engine/Source/Developer/ShaderFormatOpenGL/Public/ShaderFormatOpenGL.h
Include #include "ShaderFormatOpenGL.h"
Source /Engine/Source/Developer/ShaderFormatOpenGL/Private/OpenGLShaderCompiler.cpp
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< ANSICHAR > PrepareCodeForOfflineCompilation
(
    [GLSLVersion](API\Developer\ShaderFormatOpenGL\GLSLVersion) ShaderVersion,
    EShaderFrequency Frequency,
    const ANSICHAR * InShaderSource
) const

Remarks

Final source code processing, based on device capabilities, before actual (offline) compilation; it mostly mirrors the behaviour of OpenGLShaders.cpp/GLSLToDeviceCompatibleGLSL()


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