Pass:getCanvas
EditReturns the Pass's canvas, or nil
if the Pass doesn't have a canvas. The canvas is a set of textures that the Pass will draw to when it's submitted.
Arguments
None
Returns
Name | Type | Description |
canvas | table | The canvas. Numeric keys will contain the color Textures, along with the following keys: |
.depth | * |
A Texture or TextureFormat with the depth buffer.
|
.samples | number | The number of multisamples used for antialiasing (either 1 or 4). |
This function returns nil when a canvas hasn't been set.
Arguments
None
Returns
Nothing
Notes
If the Pass has multiple color textures, a fragment shader should be used to write a different color to each texture. Here's an example that writes red to the first texture and blue to the second texture:
// Declare an output variable for the second texture
layout(location = 1) out vec4 secondColor;
vec4 lovrmain() {
secondColor = vec4(0, 0, 1, 1);
return vec4(1, 0, 0, 1);
}