Gsk.GLShaderNode.new
Description: Reference for Gsk.GLShaderNode.new

### Constructor

# Gsk GLShaderNodenew

#### Declaration [src]

    GskRenderNode*
    gsk_gl_shader_node_new (
      GskGLShader* shader,
      const graphene_rect_t* bounds,
      GBytes* args,
      GskRenderNode** children,
      guint n_children
    )

#### Description [src]

Creates a `GskRenderNode` that will render the given `shader` into the area given by `bounds`.

The `args` is a block of data to use for uniform input, as per types and offsets defined by the `shader`. Normally this is generated by `gsk_gl_shader_format_args()` or `GskShaderArgsBuilder`.

See `GskGLShader` for details about how the shader should be written.

All the children will be rendered into textures (if they aren’t already `GskTextureNodes`, which will be used directly). These textures will be sent as input to the shader.

If the renderer doesn’t support GL shaders, or if there is any problem when compiling the shader, then the node will draw pink. You should use `gsk_gl_shader_compile()` to ensure the `shader` will work for the renderer before using it.

#### Parameters

`shader`

  Type: `GskGLShader`

  The `GskGLShader`

  The data is owned by the caller of the function.

`bounds`

  Type: `graphene_rect_t`

  The rectangle to render the shader into.

  The data is owned by the caller of the function.

`args`

  Type: `GBytes`

  Arguments for the uniforms.

  The data is owned by the caller of the function.

`children`

  Type: An array of `GskRenderNode*`

  Array of child nodes, these will be rendered to textures and used as input.

  The argument can be `NULL`.
  The length of the array is specified in the `n_children` argument.
  The data is owned by the caller of the function.

`n_children`

  Type: `guint`

  Length of `children` (currently the GL backend supports up to 4 children)

#### Return value

Type: `GskGLShaderNode`

A new `GskRenderNode`

The caller of the function takes ownership of the data, and is responsible for freeing it.