bind() | Clutter::Shader | |
create() | Clutter::Shader | [static] |
get_fragment_source() const | Clutter::Shader | |
get_is_enabled() const | Clutter::Shader | |
get_vertex_source() const | Clutter::Shader | |
gobj() | Clutter::Shader | [inline] |
gobj() const | Clutter::Shader | [inline] |
gobj_copy() | Clutter::Shader | |
is_bound() const | Clutter::Shader | |
property_bound() const | Clutter::Shader | |
property_enabled() | Clutter::Shader | |
property_enabled() const | Clutter::Shader | |
property_fragment_source() | Clutter::Shader | |
property_fragment_source() const | Clutter::Shader | |
property_vertex_source() | Clutter::Shader | |
property_vertex_source() const | Clutter::Shader | |
release() | Clutter::Shader | |
set_fragment_source(const std::string &source_code) | Clutter::Shader | |
set_is_enabled(bool enabled=true) | Clutter::Shader | |
set_vertex_source(const std::string &source_code) | Clutter::Shader | |
Shader() | Clutter::Shader | [protected] |
wrap(ClutterShader *object, bool take_copy=false) | Clutter::Shader | [related] |
~Shader() | Clutter::Shader | [virtual] |