public Pass1Shader (final Renderable renderable, final Config config, final String prefix, final String vertexShader, final String fragmentShader) { this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader)); }
public ParticleShader (final Renderable renderable, final Config config, final String prefix, final String vertexShader, final String fragmentShader) { this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader)); }
public DepthShader (final Renderable renderable, final Config config, final String prefix, final String vertexShader, final String fragmentShader) { this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader)); }
public Pass1Shader (final Renderable renderable, final Config config, final String prefix, final String vertexShader, final String fragmentShader) { this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader)); }
public DefaultShader (final Renderable renderable, final Config config, final String prefix, final String vertexShader, final String fragmentShader) { this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader)); }
public Pass2Shader (final Renderable renderable, final Config config, final String prefix, final String vertexShader, final String fragmentShader) { this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader)); }
public DepthShader (final Renderable renderable, final Config config, final String prefix, final String vertexShader, final String fragmentShader) { this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader)); }
public ParticleShader (final Renderable renderable, final Config config, final String prefix, final String vertexShader, final String fragmentShader) { this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader)); }
public MainShader (final Renderable renderable, final Config config, final String prefix, final String vertexShader, final String fragmentShader) { this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader)); }
public MainShader (final Renderable renderable, final Config config, final String prefix, final String vertexShader, final String fragmentShader) { this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader)); }
private void createShader (Graphics graphics) { String vertexShader = "attribute vec4 a_Position; \n" + "attribute vec4 a_Color;\n" + "attribute vec2 a_texCoords;\n" + "varying vec4 v_Color;" + "varying vec2 v_texCoords; \n" + "void main() \n" + "{ \n" + " v_Color = a_Color;" + " v_texCoords = a_texCoords;\n" + " gl_Position = a_Position; \n" + "} \n"; String fragmentShader = "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n" + "varying vec4 v_Color;\n" + "varying vec2 v_texCoords; \n" + "uniform sampler2D u_texture;\n" + "void main() \n" + "{ \n" + " gl_FragColor = v_Color * texture2D(u_texture, v_texCoords);\n" + "}"; meshShader = new ShaderProgram(vertexShader, fragmentShader); if (meshShader.isCompiled() == false) throw new IllegalStateException(meshShader.getLog()); }
/** Returns a new instance of the default shader used by SpriteBatch for GL2 when no shader is specified. */ static public ShaderProgram createDefaultShader (boolean hasNormals, boolean hasColors, int numTexCoords) { String vertexShader = createVertexShader(hasNormals, hasColors, numTexCoords); String fragmentShader = createFragmentShader(hasNormals, hasColors, numTexCoords); ShaderProgram program = new ShaderProgram(vertexShader, fragmentShader); return program; } }
/** Returns a new instance of the default shader used by SpriteBatch for GL2 when no shader is specified. */ static public ShaderProgram createDefaultShader (boolean hasNormals, boolean hasColors, int numTexCoords) { String vertexShader = createVertexShader(hasNormals, hasColors, numTexCoords); String fragmentShader = createFragmentShader(hasNormals, hasColors, numTexCoords); ShaderProgram program = new ShaderProgram(vertexShader, fragmentShader); return program; } }
public ShaderProgram load (String vertex, String fragment) { StringBuilder out = new StringBuilder(); load(out, vertex); vertex = out.toString(); includes.clear(); out.setLength(0); load(out, fragment); fragment = out.toString(); includes.clear(); return new ShaderProgram(vertex, fragment); }
@Override public void create () { String vertexShader = "attribute vec4 vPosition; \n" + "void main() \n" + "{ \n" + " gl_Position = vPosition; \n" + "} \n"; String fragmentShader = "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n" + "void main() \n" + "{ \n" + " gl_FragColor = vec4 ( 1.0, 1.0, 1.0, 1.0 );\n" + "}"; shader = new ShaderProgram(vertexShader, fragmentShader); mesh = new Mesh(true, 3, 0, new VertexAttribute(Usage.Position, 3, "vPosition")); float[] vertices = {0.0f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f}; mesh.setVertices(vertices); }
public TestShader (Renderable renderable) { super(); withColor = renderable.material.has(ColorAttribute.Diffuse); if (withColor) Gdx.app.log("ShaderTest", "Compiling test shader with u_color uniform"); else Gdx.app.log("ShaderTest", "Compiling test shader without u_color uniform"); String prefix = withColor ? "#define HasDiffuseColor\n" : ""; program = new ShaderProgram(vertexShader, prefix + fragmentShader); if (!program.isCompiled()) throw new GdxRuntimeException("Couldn't compile shader " + program.getLog()); String log = program.getLog(); if (log.length() > 0) Gdx.app.error("ShaderTest", "Shader compilation log: " + log); }
@Override public void create () { batch = new SpriteBatch(10); ShaderProgram.pedantic = false; shader = new ShaderProgram(Gdx.files.internal("data/shaders/batch.vert").readString(), Gdx.files.internal( "data/shaders/batch.frag").readString()); batch.setShader(shader); texture = new Texture("data/badlogic.jpg"); }
public void setupShaders () { ShaderProgram.pedantic = false; projTexShader = new ShaderProgram(Gdx.files.internal("data/shaders/projtex-vert.glsl").readString(), Gdx.files.internal( "data/shaders/projtex-frag.glsl").readString()); if (!projTexShader.isCompiled()) throw new GdxRuntimeException("Couldn't compile shader: " + projTexShader.getLog()); }
public void clicked (InputEvent event, float x, float y) { ShaderProgram prog = new ShaderProgram(Gdx.files.internal("data/shaders/projtex-vert.glsl").readString(), Gdx.files .internal("data/shaders/projtex-frag.glsl").readString()); if (prog.isCompiled() == false) { Gdx.app.log("GLSL ERROR", "Couldn't reload shaders:\n" + prog.getLog()); } else { projTexShader.dispose(); projTexShader = prog; } } });
@Override public void create() { Gdx.app.log("GLES30Test", "GL_VERSION = " + Gdx.gl.glGetString(GL20.GL_VERSION)); batch = new SpriteBatch(); texture = new Texture(Gdx.files.internal("data/badlogic.jpg")); shaderProgram = new ShaderProgram(Gdx.files.internal("data/shaders/gles30sprite.vert"), Gdx.files.internal("data/shaders/gles30sprite.frag")); Gdx.app.log("GLES30Test", shaderProgram.getLog()); if (shaderProgram.isCompiled()) { Gdx.app.log("GLES30Test", "Shader compiled"); batch.setShader(shaderProgram); } }