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# love.graphics.setShader

Available since LÖVE 0.9.0
It has been renamed from love.graphics.setPixelEffect.

Sets or resets a Shader as the current pixel effect or vertex shaders. All drawing operations until the next love.graphics.setShader will be drawn using the Shader object specified.

## Function

### Synopsis

love.graphics.setShader( shader )

### Arguments

`Shader shader`
  The new shader.

### Returns

Nothing.

### Notes

Sets the current shader to a specified Shader. All drawing operations until the next love.graphics.setShader will be drawn using the Shader object specified.

## Function

### Synopsis

love.graphics.setShader( )

### Arguments

None.

### Returns

Nothing.

### Notes

Disables shaders, allowing unfiltered drawing operations.

## Examples

### Drawing a rectangle using a pixel effect shader

function love.load()
effect = love.graphics.newShader [[
extern number time;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
{
return vec4((1.0+sin(time))/2.0, abs(cos(time)), abs(sin(time)), 1.0);
}
]]
end
function love.draw()
-- boring white
love.graphics.setShader()
love.graphics.rectangle('fill', 10,10,780,285)
-- LOOK AT THE PRETTY COLORS!
love.graphics.setShader(effect)
love.graphics.rectangle('fill', 10,305,780,285)
end
local t = 0
function love.update(dt)
t = t + dt
effect:send("time", t)
end

## See Also

- love.graphics
- Shader

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More info

Retrieved from "https://www.love2d.org/wiki/love.graphics.setShader"
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