diff --git a/src/webgl/material.js b/src/webgl/material.js
index b1c6cca3b3..642a40b3fd 100644
--- a/src/webgl/material.js
+++ b/src/webgl/material.js
@@ -887,7 +887,7 @@ p5.prototype.shader = function (s) {
* Get the default shader used with lights, materials,
* and textures.
*
- * You can call `materialShader().modify()`
+ * You can call `baseMaterialShader().modify()`
* and change any of the following hooks:
*
*
@@ -1032,10 +1032,10 @@ p5.prototype.shader = function (s) {
* Most of the time, you will need to write your hooks in GLSL ES version 300. If you
* are using WebGL 1 instead of 2, write your hooks in GLSL ES 100 instead.
*
- * Call `materialShader().inspectHooks()` to see all the possible hooks and
+ * Call `baseMaterialShader().inspectHooks()` to see all the possible hooks and
* their default implementations.
*
- * @method materialShader
+ * @method baseMaterialShader
* @beta
* @returns {p5.Shader} The material shader
*
@@ -1046,7 +1046,7 @@ p5.prototype.shader = function (s) {
*
* function setup() {
* createCanvas(200, 200, WEBGL);
- * myShader = materialShader().modify({
+ * myShader = baseMaterialShader().modify({
* uniforms: {
* 'float time': () => millis()
* },
@@ -1075,7 +1075,7 @@ p5.prototype.shader = function (s) {
*
* function setup() {
* createCanvas(200, 200, WEBGL);
- * myShader = materialShader().modify({
+ * myShader = baseMaterialShader().modify({
* declarations: 'vec3 myNormal;',
* 'Inputs getPixelInputs': `(Inputs inputs) {
* myNormal = inputs.normal;
@@ -1115,7 +1115,7 @@ p5.prototype.shader = function (s) {
*
* function setup() {
* createCanvas(200, 200, WEBGL);
- * myShader = materialShader().modify({
+ * myShader = baseMaterialShader().modify({
* 'Inputs getPixelInputs': `(Inputs inputs) {
* float factor =
* sin(
@@ -1150,7 +1150,7 @@ p5.prototype.shader = function (s) {
*
* function setup() {
* createCanvas(200, 200, WEBGL);
- * myShader = materialShader().modify({
+ * myShader = baseMaterialShader().modify({
* 'Inputs getPixelInputs': `(Inputs inputs) {
* vec3 newNormal = inputs.normal;
* // Simple bump mapping: adjust the normal based on position
@@ -1189,15 +1189,15 @@ p5.prototype.shader = function (s) {
*
*
*/
-p5.prototype.materialShader = function() {
- this._assert3d('materialShader');
- return this._renderer.materialShader();
+p5.prototype.baseMaterialShader = function() {
+ this._assert3d('baseMaterialShader');
+ return this._renderer.baseMaterialShader();
};
/**
* Get the shader used by `normalMaterial()`.
*
- * You can call `normalShader().modify()`
+ * You can call `baseNormalShader().modify()`
* and change any of the following hooks:
*
* Hook | Description
@@ -1217,10 +1217,10 @@ p5.prototype.materialShader = function() {
* Most of the time, you will need to write your hooks in GLSL ES version 300. If you
* are using WebGL 1 instead of 2, write your hooks in GLSL ES 100 instead.
*
- * Call `normalShader().inspectHooks()` to see all the possible hooks and
+ * Call `baseNormalShader().inspectHooks()` to see all the possible hooks and
* their default implementations.
*
- * @method normalShader
+ * @method baseNormalShader
* @beta
* @returns {p5.Shader} The `normalMaterial` shader
*
@@ -1231,7 +1231,7 @@ p5.prototype.materialShader = function() {
*
* function setup() {
* createCanvas(200, 200, WEBGL);
- * myShader = normalShader().modify({
+ * myShader = baseNormalShader().modify({
* uniforms: {
* 'float time': () => millis()
* },
@@ -1258,7 +1258,7 @@ p5.prototype.materialShader = function() {
*
* function setup() {
* createCanvas(200, 200, WEBGL);
- * myShader = normalShader().modify({
+ * myShader = baseNormalShader().modify({
* 'vec3 getWorldNormal': '(vec3 normal) { return abs(normal); }',
* 'vec4 getFinalColor': `(vec4 color) {
* // Map the r, g, and b values of the old normal to new colors
@@ -1284,15 +1284,15 @@ p5.prototype.materialShader = function() {
*
*
*/
-p5.prototype.normalShader = function() {
- this._assert3d('materialShader');
- return this._renderer.normalShader();
+p5.prototype.baseNormalShader = function() {
+ this._assert3d('baseNormalShader');
+ return this._renderer.baseNormalShader();
};
/**
* Get the shader used when no lights or materials are applied.
*
- * You can call `colorShader().modify()`
+ * You can call `baseColorShader().modify()`
* and change any of the following hooks:
*
* Hook | Description
@@ -1312,10 +1312,10 @@ p5.prototype.normalShader = function() {
* Most of the time, you will need to write your hooks in GLSL ES version 300. If you
* are using WebGL 1 instead of 2, write your hooks in GLSL ES 100 instead.
*
- * Call `colorShader().inspectHooks()` to see all the possible hooks and
+ * Call `baseColorShader().inspectHooks()` to see all the possible hooks and
* their default implementations.
*
- * @method colorShader
+ * @method baseColorShader
* @beta
* @returns {p5.Shader} The color shader
*
@@ -1326,7 +1326,7 @@ p5.prototype.normalShader = function() {
*
* function setup() {
* createCanvas(200, 200, WEBGL);
- * myShader = colorShader().modify({
+ * myShader = baseColorShader().modify({
* uniforms: {
* 'float time': () => millis()
* },
@@ -1347,15 +1347,15 @@ p5.prototype.normalShader = function() {
*
*
*/
-p5.prototype.colorShader = function() {
- this._assert3d('colorShader');
- return this._renderer.colorShader();
+p5.prototype.baseColorShader = function() {
+ this._assert3d('baseColorShader');
+ return this._renderer.baseColorShader();
};
/**
* Get the shader used when drawing the strokes of shapes.
*
- * You can call `strokeShader().modify()`
+ * You can call `baseStrokeShader().modify()`
* and change any of the following hooks:
*
*
@@ -1487,10 +1487,10 @@ p5.prototype.colorShader = function() {
* Most of the time, you will need to write your hooks in GLSL ES version 300. If you
* are using WebGL 1 instead of 2, write your hooks in GLSL ES 100 instead.
*
- * Call `strokeShader().inspectHooks()` to see all the possible hooks and
+ * Call `baseStrokeShader().inspectHooks()` to see all the possible hooks and
* their default implementations.
*
- * @method strokeShader
+ * @method baseStrokeShader
* @beta
* @returns {p5.Shader} The stroke shader
*
@@ -1501,7 +1501,7 @@ p5.prototype.colorShader = function() {
*
* function setup() {
* createCanvas(200, 200, WEBGL);
- * myShader = strokeShader().modify({
+ * myShader = baseStrokeShader().modify({
* 'Inputs getPixelInputs': `(Inputs inputs) {
* float opacity = 1.0 - smoothstep(
* 0.0,
@@ -1535,7 +1535,7 @@ p5.prototype.colorShader = function() {
*
* function setup() {
* createCanvas(200, 200, WEBGL);
- * myShader = strokeShader().modify({
+ * myShader = baseStrokeShader().modify({
* uniforms: {
* 'float time': () => millis()
* },
@@ -1581,7 +1581,7 @@ p5.prototype.colorShader = function() {
*
* function setup() {
* createCanvas(200, 200, WEBGL);
- * myShader = strokeShader().modify({
+ * myShader = baseStrokeShader().modify({
* 'float random': `(vec2 p) {
* vec3 p3 = fract(vec3(p.xyx) * .1031);
* p3 += dot(p3, p3.yzx + 33.33);
@@ -1620,9 +1620,9 @@ p5.prototype.colorShader = function() {
*
*
*/
-p5.prototype.strokeShader = function() {
- this._assert3d('strokeShader');
- return this._renderer.strokeShader();
+p5.prototype.baseStrokeShader = function() {
+ this._assert3d('baseStrokeShader');
+ return this._renderer.baseStrokeShader();
};
/**
diff --git a/src/webgl/p5.RendererGL.js b/src/webgl/p5.RendererGL.js
index 1bdd223252..f1e52b174e 100644
--- a/src/webgl/p5.RendererGL.js
+++ b/src/webgl/p5.RendererGL.js
@@ -1798,7 +1798,7 @@ p5.RendererGL = class RendererGL extends p5.Renderer {
return this._getImmediateLineShader();
}
- materialShader() {
+ baseMaterialShader() {
if (!this._pInst._glAttributes.perPixelLighting) {
throw new Error(
'The material shader does not support hooks without perPixelLighting. Try turning it back on.'
@@ -1872,7 +1872,7 @@ p5.RendererGL = class RendererGL extends p5.Renderer {
return this._defaultImmediateModeShader;
}
- normalShader() {
+ baseNormalShader() {
return this._getNormalShader();
}
@@ -1907,7 +1907,7 @@ p5.RendererGL = class RendererGL extends p5.Renderer {
return this._defaultNormalShader;
}
- colorShader() {
+ baseColorShader() {
return this._getColorShader();
}
@@ -1998,7 +1998,7 @@ p5.RendererGL = class RendererGL extends p5.Renderer {
return this._defaultPointShader;
}
- strokeShader() {
+ baseStrokeShader() {
return this._getLineShader();
}
@@ -2206,15 +2206,15 @@ p5.RendererGL = class RendererGL extends p5.Renderer {
return new p5.Framebuffer(this, options);
}
- _setStrokeUniforms(strokeShader) {
- strokeShader.bindShader();
+ _setStrokeUniforms(baseStrokeShader) {
+ baseStrokeShader.bindShader();
// set the uniform values
- strokeShader.setUniform('uUseLineColor', this._useLineColor);
- strokeShader.setUniform('uMaterialColor', this.curStrokeColor);
- strokeShader.setUniform('uStrokeWeight', this.curStrokeWeight);
- strokeShader.setUniform('uStrokeCap', STROKE_CAP_ENUM[this.curStrokeCap]);
- strokeShader.setUniform('uStrokeJoin', STROKE_JOIN_ENUM[this.curStrokeJoin]);
+ baseStrokeShader.setUniform('uUseLineColor', this._useLineColor);
+ baseStrokeShader.setUniform('uMaterialColor', this.curStrokeColor);
+ baseStrokeShader.setUniform('uStrokeWeight', this.curStrokeWeight);
+ baseStrokeShader.setUniform('uStrokeCap', STROKE_CAP_ENUM[this.curStrokeCap]);
+ baseStrokeShader.setUniform('uStrokeJoin', STROKE_JOIN_ENUM[this.curStrokeJoin]);
}
_setFillUniforms(fillShader) {
diff --git a/src/webgl/p5.Shader.js b/src/webgl/p5.Shader.js
index 4a62bea6b6..5f0b38ce66 100644
--- a/src/webgl/p5.Shader.js
+++ b/src/webgl/p5.Shader.js
@@ -269,7 +269,7 @@ p5.Shader = class {
* For example, this shader will produce the following output:
*
* ```js
- * myShader = materialShader().modify({
+ * myShader = baseMaterialShader().modify({
* declarations: 'uniform float time;',
* 'vec3 getWorldPosition': `(vec3 pos) {
* pos.y += 20. * sin(time * 0.001 + pos.x * 0.05);
@@ -381,7 +381,7 @@ p5.Shader = class {
*
* function setup() {
* createCanvas(200, 200, WEBGL);
- * myShader = materialShader().modify({
+ * myShader = baseMaterialShader().modify({
* uniforms: {
* 'float time': () => millis()
* },
@@ -410,7 +410,7 @@ p5.Shader = class {
*
* function setup() {
* createCanvas(200, 200, WEBGL);
- * myShader = materialShader().modify({
+ * myShader = baseMaterialShader().modify({
* // Manually specifying a uniform
* declarations: 'uniform float time;',
* 'vec3 getWorldPosition': `(vec3 pos) {