Alejandro Rios
floatUniform
Timo Drick
fun Modifier.skslBackground( effect: RuntimeEffect, uniforms: (RuntimeShaderBuilder) -> Unit = {} ): Modifier = composed { val density = LocalDensity.current this.drawWithCache { val builder = RuntimeShaderBuilder(effect) println("size: ${size.width}x${size.height}") builder.uniform("iResolution", size.width, size.height, 1f) builder.uniform("iDensity", density.density) uniforms(builder) val shader = builder.makeShader() val brush = ShaderBrush(shader) onDrawBehind { drawRect(brush = brush, topLeft = Offset.Zero, size = size) } } }
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