Pinnacle Speakers DEKO500 User Manual
Specifying a Look
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Deko500 User’s Guide
SPECIFYING A SHADER
A
BOUT
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HADERS
To apply color to text or graphics, Deko500 uses a shader.
Each detail in a look (face, edge, frame, shadow or underline) has its own
shader. The shader determines how color is applied to the detail.
shader. The shader determines how color is applied to the detail.
Deko500 shaders come in three flavors:
A color shader produces a detail with a single, solid color.
A ramp shader produces a detail with a four-color ramp and
an optional highlight.
an optional highlight.
A texture shader produces a detail with a bitmap texture.
Any detail can have any kind of shader. For instance, a face can have a color
shader, an edge a ramp shader, and a shadow a texture shader, all within a single
look.
shader, an edge a ramp shader, and a shadow a texture shader, all within a single
look.
Multiple occurrences of the same type of detail within a look do not have to
have the same type of shader. For example, a look with three edges can have a
different shader for each edge.
have the same type of shader. For example, a look with three edges can have a
different shader for each edge.
You can use the same type of shader on multiple details within a graphic. In
addition, each graphic’s background has its own shader. Using the background
shader, you can make a solid, ramped or textured background for any graphic.
addition, each graphic’s background has its own shader. Using the background
shader, you can make a solid, ramped or textured background for any graphic.
Shaders are specified in the Shader window (F7). Any shader can be stored as a
preset shader. The preset shaders can be saved in a .shd file for future use.
preset shader. The preset shaders can be saved in a .shd file for future use.