What it does
ComputeShaderBuffer takes shaderID (an integer), bindingName (a string) and bufferID (an integer), and returns nothing. shaderID is the id of a Shader object, obtained elsewhere in the Compute family.
Syntax
ComputeShaderBuffer(shaderID integer, bindingName string, bufferID integer)Parameters
| Name | Type |
|---|---|
| shaderID | integer |
| bindingName | string |
| bufferID | integer |
Every form returns
nothing
Example · generated
shader = CreateComputeShader("@compute fn main() {}", "{}")buffer = CreateComputeBuffer(10, "value")ComputeShaderBuffer(shader, "player", buffer)DO Sync()LOOPCreateComputeShader and CreateComputeBuffer are there to give the call something to act on; ComputeShaderBuffer is the line that matters. The DO … LOOP is not decoration: a classic BASIC program ends the moment it runs out of lines, and Sync() is what draws the frame.