DatumHuePlatform v0.0.24datumhue.com
Contents

handle7 methods, 1 field

Shader

A compiled shader returned by datumhue.shader.new or bytes:shader, applicable to draw canvases, UI panels, or scene materials. A 3D mesh shows its color unlit; a custom shader as a standard material's shader is lit.

Obtained from
datumhue.shader.new, Bytes:shader
Accepted by
datumhue.material.standard, datumhue.voxel.new, Scene:cube, Scene:sphere, Scene:plane, Scene:cylinder, Scene:capsule, Scene:torus and 21 more

The examples on this page start from:

lua
local source = datumhue.bytes([[
fn dh_fragment(uv: vec2<f32>) -> vec4<f32> {
    return textureSample(dh_channel0, dh_sampler0, uv) * u.tint;
}]])
local tint = datumhue.color("#7fbbb3")
local shader = source:shader({ uniforms = { tint = tint } })
local panel = datumhue.ui.root:panel({ width = 240, height = 160 })
panel:set_material(shader)

Fields 1

FieldTypeAccessDescription
stateReadyStateread-onlyCompletion state of this operation. Reading it never raises or suspends; a failed operation's error surfaces at :ready().

Methods 7

Shader:update

method
Shader:update(opts: shader.UpdateOptions)

Update a preset shader's parameters. Changes propagate to every primitive using this shader. Custom shaders raise — their state changes through set / set_channel.

Example
-- Presets only: a custom shader changes through set and set_channel.
local glow = datumhue.shader.new({
    type = "animated_glow",
    color1 = datumhue.color("#2d353b"),
    color2 = datumhue.color("#dbbc7f"),
})
datumhue.ui.root:panel({ width = 120, height = 80 }):set_material(glow)
-- param1 is the glow's strength, param2 its pulse speed.
glow:update({ param1 = 2, param2 = 0.5 })

opts shader.UpdateOptions options 6 keys Omitted keys keep their current value.

KeyTypeDescription
color1ColorNew primary color.
color2ColorNew secondary color.
param1numberFirst shader parameter.
param2numberSecond shader parameter.
animatedbooleanAnimate the shader.
sourceImage | DrawCanvas | SceneTexture source handle.

Shader:set_source

method
Shader:set_source(source: Image | DrawCanvas | Scene | nil)

Update or clear the shader's texture source. source is a pixel canvas, draw canvas, or scene handle, or nil to clear.

Example
-- Presets only: an image, a draw canvas or a scene; nil clears it.
local view = datumhue.scene.new({ width = 160, height = 120 })
view:cube({ color = datumhue.color("#a7c080") })
local fill = datumhue.shader.new({
    type = "solid",
    color1 = datumhue.color("#ffffff"),
})
fill:set_source(view)
datumhue.ui.root:panel({ width = 160, height = 120 }):set_material(fill)

Shader:set

method
Shader:set(name: string, value: number | Vec2 | Vec3 | Color)

Write a declared uniform on a custom shader; every primitive using it updates. Raises on an undeclared name or a value not matching the declared type.

Example
-- A uniform the source declared, given a value of its declared type.
shader:set("tint", datumhue.color("#e67e80"))

Shader:set_channel

method
Shader:set_channel(index: integer, source: Image | DrawCanvas | Scene | nil)

Bind or clear a custom shader's channel texture. index is 1-based and maps down by one to the 0-based uniform: set_channel(1) writes dh_channel0, set_channel(2) writes dh_channel1, up to set_channel(4) for dh_channel3. source is a pixel canvas, draw canvas, or scene handle, or nil to restore white.

Example
-- 1-based: channel 1 is dh_channel0 in the source; nil unbinds it.
local art = datumhue.image.new({ width = 8, height = 8 })
local red = datumhue.color("#e67e80")
art:apply(datumhue.image.picture():rectfill(0, 0, 3, 3, red))
shader:set_channel(1, art)

Shader:reload

method
Shader:reload(source: Bytes)

Recompile a custom shader from new source, keeping its declared uniforms, current values, and channels. On a compile error the previous program keeps rendering and the error raises with the failing source line.

Example
-- New source; the uniforms, their values and the channels stay.
shader:reload(datumhue.bytes([[
fn dh_fragment(uv: vec2<f32>) -> vec4<f32> {
    return u.tint * (1.0 - uv.y);
}]]))

Shader:remove

method
Shader:remove()

Remove the shader. A custom shader's slot under the per-app limit is freed; anything the shader is applied to keeps its current look. Afterwards state reads failed, calling remove again does nothing, and every other method and property of the handle raises.

Shader:ready

methodsuspends
Shader:ready() -> Shader

Wait until this asset is fully loaded, then return it for chaining. An in-memory asset returns at once; one still loading (a file read or remote fetch) yields the coroutine until it lands. A load failure raises; format errors on playable assets still surface at use time.

datumhue.com

(c) 2026 Shuusei AB. Quote excerpts of this manual, with attribution to DatumHue, in your own documentation, tutorials, course materials, reviews, and other writing or video. Republishing it in whole or in substantial part needs written permission: support@datumhue.com.

Victor Mono is licensed under the SIL Open Font License 1.1
Copyright (c) 2024, Rune Bjørnerås (https://github.com/rubjo)

This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL


-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------

PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.

The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.

DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.

"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).

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distributed by the Copyright Holder(s).

"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.

"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.

PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
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redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:

1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.

2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
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in the appropriate machine-readable metadata fields within text or
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3) No Modified Version of the Font Software may use the Reserved Font
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must be distributed entirely under this license, and must not be
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remain under this license does not apply to any document created
using the Font Software.

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This license becomes null and void if any of the above conditions are
not met.

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