SnippetHook is used to specify a location within a Pipeline where the code of the snippet should be used when it is attached to a pipeline.
<glosslist> <glossentry> <glossterm>cogl_snippet_hook_vertex_globals<
/glossterm> <glossdef> <para> Adds a shader snippet at the beginning of the global section of the shader for the vertex
processing. Any declarations here can be shared with all other snippets that are attached to a vertex hook. Only the ‘declarations’
string is used and the other strings are ignored. </para> </glossdef> </glossentry> <glossentry> <glossterm
>cogl_snippet_hook_fragment_globals</glossterm> <glossdef> <para> Adds
a shader snippet at the beginning of the global section of the shader for the fragment processing. Any declarations here can be shared
with all other snippets that are attached to a fragment hook. Only the ‘declarations’ string is used and the other strings are
ignored. </para> </glossdef> </glossentry> <glossentry> <glossterm>
cogl_snippet_hook_vertex</glossterm> <glossdef> <para> Adds a shader
snippet that will hook on to the vertex processing stage of the pipeline. This gives a chance for the application to modify the vertex
attributes generated by the shader. Typically the snippet will modify cogl_color_out or cogl_position_out builtins. </para> <para
> The ‘declarations’ string in snippet
will be inserted in the global scope of the shader. Use this to declare any
uniforms, attributes or functions that the snippet requires. </para> <para> The ‘pre’ string in snippet
will
be inserted at the top of the main
function before any vertex processing is done. </para> <para> The
‘replace’ string in snippet
will be used instead of the generated vertex processing if it is present. This can be used if
the application wants to provide a complete vertex shader and doesn't need the generated output from Cogl. </para> <para> The
‘post’ string in snippet
will be inserted after all of the standard vertex processing is done. This can be used to
modify the outputs. </para> </glossdef> </glossentry> <glossentry> <glossterm>
cogl_snippet_hook_vertex_transform</glossterm> <glossdef> <para> Adds a
shader snippet that will hook on to the vertex transform stage. Typically the snippet will use the cogl_modelview_matrix,
cogl_projection_matrix and cogl_modelview_projection_matrix matrices and the cogl_position_in attribute. The hook must write to
cogl_position_out. The default processing for this hook will multiply cogl_position_in by the combined modelview-projection matrix and
store it on cogl_position_out. </para> <para> The ‘declarations’ string in snippet
will be inserted in the
global scope of the shader. Use this to declare any uniforms, attributes or functions that the snippet requires. </para> <para
> The ‘pre’ string in snippet
will be inserted at the top of the main
function before the vertex
transform is done. </para> <para> The ‘replace’ string in snippet
will be used instead of the generated
vertex transform if it is present. </para> <para> The ‘post’ string in snippet
will be inserted after all of
the standard vertex transformation is done. This can be used to modify the cogl_position_out in addition to the default processing. <
/para> </glossdef> </glossentry> <glossentry> <glossterm>
cogl_snippet_hook_point_size</glossterm> <glossdef> <para> Adds a shader snippet that will hook on to the
point size calculation step within the vertex shader stage. The snippet should write to the builtin cogl_point_size_out with the new point
size. The snippet can either read cogl_point_size_in directly and write a new value or first read an existing value in
cogl_point_size_out that would be set by a previous snippet. Note that this hook is only used if
set_per_vertex_point_size is enabled on the pipeline. </para
> <para> The ‘declarations’ string in snippet
will be inserted in the global scope of the shader. Use this to
declare any uniforms, attributes or functions that the snippet requires. </para> <para> The ‘pre’ string in snippet
will be inserted just before calculating the point size. </para> <para> The ‘replace’ string in snippet
will be used instead of the generated point size calculation if it is present. </para> <para> The ‘post’ string in
snippet
will be inserted after the standard point size calculation is done. This can be used to modify cogl_point_size_out
in addition to the default processing. </para> </glossdef> </glossentry> <glossentry> <glossterm>
cogl_snippet_hook_fragment</glossterm> <glossdef> <para> Adds a shader
snippet that will hook on to the fragment processing stage of the pipeline. This gives a chance for the application to modify the fragment
color generated by the shader. Typically the snippet will modify cogl_color_out. </para> <para> The ‘declarations’ string
in snippet
will be inserted in the global scope of the shader. Use this to declare any uniforms, attributes or functions
that the snippet requires. </para> <para> The ‘pre’ string in snippet
will be inserted at the top of the
main
function before any fragment processing is done. </para> <para> The ‘replace’ string in snippet
will be used instead of the generated fragment processing if it is present. This can be used if the application wants to provide a
complete fragment shader and doesn't need the generated output from Cogl. </para> <para> The ‘post’ string in
snippet
will be inserted after all of the standard fragment processing is done. At this point the generated value for the rest of
the pipeline state will already be in cogl_color_out so the application can modify the result by altering this variable. </para>
</glossdef> </glossentry> <glossentry> <glossterm>
cogl_snippet_hook_texture_coord_transform</glossterm> <glossdef> <para> Adds a shader snippet that will hook
on to the texture coordinate transformation of a particular layer. This can be used to replace the processing for a layer or to modify the
results. </para> <para> Within the snippet code for this hook there are two extra variables. The first is a mat4 called
cogl_matrix which represents the user matrix for this layer. The second is called cogl_tex_coord and represents the incoming and outgoing
texture coordinate. On entry to the hook, cogl_tex_coord contains the value of the corresponding texture coordinate attribute for this
layer. The hook is expected to modify this variable. The output will be passed as a varying to the fragment processing stage. The default
code will just multiply cogl_matrix by cogl_tex_coord and store the result in cogl_tex_coord. </para> <para> The
‘declarations’ string in snippet
will be inserted in the global scope of the shader. Use this to declare any uniforms,
attributes or functions that the snippet requires. </para> <para> The ‘pre’ string in snippet
will be
inserted just before the fragment processing for this layer. At this point cogl_tex_coord still contains the value of the texture
coordinate attribute. </para> <para> If a ‘replace’ string is given then this will be used instead of the default fragment
processing for this layer. The snippet can modify cogl_tex_coord or leave it as is to apply no transformation. </para> <para>
The ‘post’ string in snippet
will be inserted just after the transformation. At this point cogl_tex_coord will contain
the results of the transformation but it can be further modified by the snippet. </para> </glossdef> </glossentry>
<glossentry> <glossterm>cogl_snippet_hook_layer_fragment</glossterm> <
glossdef> <para> Adds a shader snippet that will hook on to the fragment processing of a particular layer. This can be used to
replace the processing for a layer or to modify the results. </para> <para> Within the snippet code for this hook there is an
extra vec4 variable called ‘cogl_layer’. This contains the resulting color that will be used for the layer. This can be modified in
the ‘post’ section or it the default processing can be replaced entirely using the ‘replace’ section. </para> <para>
The ‘declarations’ string in snippet
will be inserted in the global scope of the shader. Use this to declare any
uniforms, attributes or functions that the snippet requires. </para> <para> The ‘pre’ string in snippet
will
be inserted just before the fragment processing for this layer. </para> <para> If a ‘replace’ string is given then this
will be used instead of the default fragment processing for this layer. The snippet must write to the ‘cogl_layer’ variable in that
case. </para> <para> The ‘post’ string in snippet
will be inserted just after the fragment processing for the
layer. The results can be modified by changing the value of the ‘cogl_layer’ variable. </para> </glossdef> <
/glossentry> <glossentry> <glossterm>cogl_snippet_hook_texture_lookup<
/glossterm> <glossdef> <para> Adds a shader snippet that will hook on to the texture lookup part of a given layer. This
gives a chance for the application to modify the coordinates that will be used for the texture lookup or to alter the returned texel. <
/para> <para> Within the snippet code for this hook there are three extra variables available. ‘cogl_sampler’ is a sampler
object representing the sampler for the layer where the snippet is attached. ‘cogl_tex_coord’ is a vec4 which contains the texture
coordinates that will be used for the texture lookup. This can be modified. ‘cogl_texel’ will contain the result of the texture
lookup. This can also be modified. </para> <para> The ‘declarations’ string in snippet
will be inserted in
the global scope of the shader. Use this to declare any uniforms, attributes or functions that the snippet requires. </para> <
para> The ‘pre’ string in snippet
will be inserted at the top of the main
function before any fragment
processing is done. This is a good place to modify the cogl_tex_coord variable. </para> <para> If a ‘replace’ string is
given then this will be used instead of a the default texture lookup. The snippet would typically use its own sampler in this case. <
/para> <para> The ‘post’ string in snippet
will be inserted after texture lookup has been preformed. Here the
snippet can modify the cogl_texel variable to alter the returned texel. </para> </glossdef> </glossentry> <
/glosslist>