- (define-pipeline PIPELINE-NAME . SHADERS)syntax
Defines a new pipeline named NAME. The SHADERS should either be forms conforming to language defined in the section The glls shader language, shaders defined by define-shader, or a mix of the two. Pipelines must have at least one vertex and one fragment shader to be able to compile. Before pipelines are used, they must be compiled by OpenGL with compile-pipeline or compile-pipelines.
define-pipeline behaves differently when it is being evaluated and when a given pipeline is being redefined. In this case, the new pipeline inherits the GL program ID of the old one. Additionally, the pipeline is compiled by OpenGL right away (and as a consequence, so are any pipelines that are pending compilation). This is done so that pipelines can be edited and reevaluated in a REPL session and one’s scene will be updated as expected. See the interactive example for an example of how this can be accomplished.
define-pipeline has additional effects when used with the glls-render module (see Automatic render functions).