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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()