(self, *args, **kwargs)
Add code in the main function of the vertex shader.
        At the end of the code, the vec2 variable `position` must have been
        defined, either as an attribute or uniform, or declared in the main
        code. It contains the position of the current vertex.
        Other output variables include `gl_PointSize` for the size of vertices
        in the case when the primitive type is `Points`.
        
        Arguments:
          * code: the GLSL code as a string.
          * index=None: the index of that code snippet in the final main
            function. By default (index=None), the code is appended at the end
            of the main function. With index=0, it is at the beginning of the
            main function. Other integer values may be used when using several
            calls to `add_vertex_main`. Or it can be 'end'.
Add code in the main function of the vertex shader.
        At the end of the code, the vec2 variable `position` must have been
        defined, either as an attribute or uniform, or declared in the main
        code. It contains the position of the current vertex.
        Other output variables include `gl_PointSize` for the size of vertices
        in the case when the primitive type is `Points`.
        
        Arguments:
          * code: the GLSL code as a string.
          * index=None: the index of that code snippet in the final main
            function. By default (index=None), the code is appended at the end
            of the main function. With index=0, it is at the beginning of the
            main function. Other integer values may be used when using several
            calls to `add_vertex_main`. Or it can be 'end'.
Add code in the main function of the vertex shader . At the end of the code the vec2 variable position must have been defined either as an attribute or uniform or declared in the main code . It contains the position of the current vertex . Other output variables include gl_PointSize for the size of vertices in the case when the primitive type is Points . Arguments : * code : the GLSL code as a string . * index = None : the index of that code snippet in the final main function . By default ( index = None ) the code is appended at the end of the main function . With index = 0 it is at the beginning of the main function . Other integer values may be used when using several calls to add_vertex_main . Or it can be end .
def add_vertex_main(self, *args, **kwargs):
        """Add code in the main function of the vertex shader.
        At the end of the code, the vec2 variable `position` must have been
        defined, either as an attribute or uniform, or declared in the main
        code. It contains the position of the current vertex.
        Other output variables include `gl_PointSize` for the size of vertices
        in the case when the primitive type is `Points`.
        
        Arguments:
          * code: the GLSL code as a string.
          * index=None: the index of that code snippet in the final main
            function. By default (index=None), the code is appended at the end
            of the main function. With index=0, it is at the beginning of the
            main function. Other integer values may be used when using several
            calls to `add_vertex_main`. Or it can be 'end'.
        
        """
        kwargs['shader'] = 'vertex'
        self.add_main(*args, **kwargs)
def add_vertex_main ( self , * args , * * kwargs ) : kwargs [ 'shader' ] = 'vertex' self . add_main ( * args , * * kwargs )