GM_AddCustomShader |
Adds a new custom shader for possible use for elevation layer display.
GM_DLL_EXPORTED GM_Error_t32 __stdcall GM_AddCustomShader ( const GM_CustomShader_t* aShader, // in: shader to add uint32 aReserved // reserved, must be 0 );
Once the shader is added, you can use the GM_SetVerticalDisplayOptions function to make it the active shader for rendering elevation layers or the GM_SetElevationOverrides function to set it as the shader to use for rendering a particular layer.
If a custom shader with the name specified already exists, that shader will be updated. Otherwise a new custom shader with the specified name will be created.
If you would like to create a custom shader that shades the slopes of a terrain layer rather than the elevation value, provide the flag GM_CustomShader_ShadeSlopes as part of the GM_CustomShader_t structure.