
The shader program itself is written in a shader language with the default, cross platform choice being GLSL ES (you can find out more about the GLSL (ES) specifications here). To start with you have to actually write (or import) the shader, using the new Shader Editor which is opened by right-clicking the new Shader Asset from the resource tree:īy default any new shader will be configured as a simple "pass through" shader (ie:it will simply draw whatever you use it with as-is), making adding and changing things very easy. Using them in GameMaker:Studio is very simple, and if you have every used surfaces or blend modes then you will be in familiar territory. This then permits you to manipulate, in real time, the position, colour and alpha values that are actually rendered into the display buffer. Both of these tiny programs work together in order to manipulate what the graphics card renders to the screen.

This frees up CPU cycles for your game code, meaning more over-all running speed when compared to more "traditional" methods of doing graphics effects rendering.Ī complete shader is comprised of a vertex shader program, and a fragment shader program (also known as a pixel shader). ShadersĪ shader is basically a two-part program that runs directly on the graphics card itself, making it very fast since the GPU is doing all the work.

This article provides you with an overview of these new features.

All of these features except the YoYo Compiler (YYC) are included as standard across all versions of GameMaker:Studio, with the YYC being available as a separate module for those using the Professional version.
#Gamemaker studio 2 gamepad update
The GameMaker:Studio 1.2 update has added many new and powerful features.
