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
[method@Gsk.GLShader.format_args] or [struct@Gsk.ShaderArgsBuilder].
See [class@Gsk.GLShader] 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
[method@Gsk.GLShader.compile] to ensure the @shader will work for the
renderer before using it.
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 [method@Gsk.GLShader.format_args] or [struct@Gsk.ShaderArgsBuilder].
See [class@Gsk.GLShader] 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 [method@Gsk.GLShader.compile] to ensure the @shader will work for the renderer before using it.