public void assign(float value1, float value2, float value3) { assign("vec3(" +Float.toString(value1)+ ", " +Float.toString(value2)+ ", " +Float.toString(value3)+ ")"); } }
@Override public void assign(float value) { assign("vec3(" + Float.toString(value) + ")"); }
@Override public void main() { mgNormal.assign(normalize(mvNormal)); mgTextureCoord.assign(mvTextureCoord); mgColor.assign(muColorInfluence.multiply(mvColor)); mgShadowValue.assign(0.0f); mgSpecularValue.assign(1.0f); for(int i=0; i<mShaderFragments.size(); i++) { IShaderFragment fragment = mShaderFragments.get(i); fragment.setStringBuilder(mShaderSB); fragment.main(); } GL_FRAG_COLOR.assign(mgColor); }
lightDir.assign(normalize(muLightPosition[i].subtract(mvEye.xyz()))); spotDir.assign(normalize(muLightDirection[lightDirCount].multiply(-1.0f))); lightDirCount++; lightDir.assign(multiply(castVec3(lightDir), spotFactor)); lightDir.assign(normalize(muLightDirection[lightDirCount].multiply(-1.0f))); lightDirCount++;
@Override public void main() { mgPosition.assign(maPosition); mgNormal.assign(maNormal); mgTextureCoord.assign(maTextureCoord); if(mUseVertexColors) mvNormal.assign(normalize(muNormalMatrix.multiply(castMat3(transfMatrix)).multiply(mgNormal))); mvNormal.assign(normalize(muNormalMatrix.multiply(mgNormal))); mvCubeTextureCoord.assign(castVec3(maPosition)); if(mHasSkyTexture) { mvCubeTextureCoord.x().assignMultiply(-1); mvEyeDir.assign(castVec3(muModelViewMatrix.multiply(mgPosition)));
@Override public void main() { RVec3 diffuse = new RVec3("diffuse"); diffuse.assign(0); RVec3 normal = (RVec3)getGlobal(DefaultShaderVar.G_NORMAL); RFloat power = new RFloat("power");
reflected.assign(reflect(eyeDir.xyz(), normal));
@Override public void main() { RVec2 textureCoord = (RVec2)getGlobal(DefaultShaderVar.G_TEXTURE_COORD); RVec3 texNormal = new RVec3("texNormal"); RVec3 normal = (RVec3)getGlobal(DefaultShaderVar.G_NORMAL); for(int i=0; i<mTextures.size(); i++) { texNormal.assign(castVec3(texture2D(muTextures[i], textureCoord))); texNormal.assign(texNormal.rgb().multiply(2)); texNormal.assignSubtract(1); texNormal.assign(normalize(texNormal)); if(mTextures.get(i).getInfluence() != 1) texNormal.assignMultiply(mTextures.get(i).getInfluence()); normal.assign(normalize(texNormal.add(normal))); } }
@Override public void main() { mgNormal.assign(normalize(mvNormal)); mgTextureCoord.assign(mvTextureCoord); mgColor.assign(muColorInfluence.multiply(mvColor)); mgShadowValue.assign(0.0f); mgSpecularValue.assign(1.0f); for(int i=0; i<mShaderFragments.size(); i++) { IShaderFragment fragment = mShaderFragments.get(i); fragment.setStringBuilder(mShaderSB); fragment.main(); } GL_FRAG_COLOR.assign(mgColor); }
@Override public void main() { RVec4 position = (RVec4)getGlobal(DefaultShaderVar.G_POSITION); RVec3 normal = (RVec3)getGlobal(DefaultShaderVar.G_NORMAL); RVec4 aPosition = (RVec4)getGlobal(DefaultShaderVar.A_POSITION); RVec3 aNormal = (RVec3)getGlobal(DefaultShaderVar.A_NORMAL); // // -- position = aPosition + uInterpolation * (aNextFramePosition - aPosition); // position.assign(aPosition.add(muInterpolation.multiply(enclose(maNextFramePosition.subtract(aPosition))))); // // -- normal = aNormal + uInterpolation * (aNextFrameNormal - aNormal); // normal.assign(aNormal.add(muInterpolation.multiply(enclose(maNextFrameNormal.subtract(aNormal))))); }
public void assign(float value) { assign("vec3(" + Float.toString(value) + ")"); }
public void assign(float value1, float value2, float value3) { assign("vec3(" +Float.toString(value1)+ ", " +Float.toString(value2)+ ", " +Float.toString(value3)+ ")"); } }
lightDir.assign(normalize(muLightPosition[i].subtract(mvEye.xyz()))); spotDir.assign(normalize(muLightDirection[lightDirCount].multiply(-1.0f))); lightDirCount++; lightDir.assign(multiply(castVec3(lightDir), spotFactor)); lightDir.assign(normalize(muLightDirection[lightDirCount].multiply(-1.0f))); lightDirCount++;
@Override public void main() { mgPosition.assign(maPosition); mgNormal.assign(maNormal); mgTextureCoord.assign(maTextureCoord); if (mUseVertexColors) { RMat4 transfMatrix = (RMat4) getGlobal(SkeletalAnimationShaderVar.G_BONE_TRANSF_MATRIX); GL_POSITION.assign(muMVPMatrix.multiply(transfMatrix).multiply(mgPosition)); mvNormal.assign(normalize(muNormalMatrix.multiply(castMat3(transfMatrix)).multiply(mgNormal))); } else { GL_POSITION.assign(muMVPMatrix.multiply(mgPosition)); mvNormal.assign(normalize(muNormalMatrix.multiply(mgNormal))); mvCubeTextureCoord.assign(castVec3(maPosition)); if (mHasSkyTexture) { mvCubeTextureCoord.x().assignMultiply(-1); mvEyeDir.assign(castVec3(muModelViewMatrix.multiply(mgPosition)));
edge.assign(sqrt((horizEdge.rgb().multiply(horizEdge.rgb()).add(vertEdge.rgb().multiply(vertEdge.rgb())))));
reflected.assign(reflect(eyeDir.xyz(), normal)); reflected.assign(normalize(reflected)); viewNormal.assign(castVec3(multiply(inverseV, castVec4(normal, 0)))); reflected.assign(reflect(eyeDir.xyz(), viewNormal)); reflected.assign(castVec3(multiply(inverseV, castVec4(reflected, 0)))); reflected.x().assignMultiply(-1); cmColor.assign(textureCube(muCubeTextures[cubeMapCount++], reflected));
@Override public void main() { RVec3 diffuse = new RVec3("diffuse"); diffuse.assign(0); RVec3 normal = (RVec3)getGlobal(DefaultShaderVar.G_NORMAL); RFloat power = new RFloat("power");
@Override public void main() { RVec4 position = (RVec4)getGlobal(DefaultShaderVar.G_POSITION); RVec3 normal = (RVec3)getGlobal(DefaultShaderVar.G_NORMAL); RVec4 aPosition = (RVec4)getGlobal(DefaultShaderVar.A_POSITION); RVec3 aNormal = (RVec3)getGlobal(DefaultShaderVar.A_NORMAL); // // -- position = aPosition + uInterpolation * (aNextFramePosition - aPosition); // position.assign(aPosition.add(muInterpolation.multiply(enclose(maNextFramePosition.subtract(aPosition))))); // // -- normal = aNormal + uInterpolation * (aNextFrameNormal - aNormal); // normal.assign(aNormal.add(muInterpolation.multiply(enclose(maNextFrameNormal.subtract(aNormal))))); }
@Override public void main() { RVec2 textureCoord = (RVec2)getGlobal(DefaultShaderVar.G_TEXTURE_COORD); RVec3 texNormal = new RVec3("texNormal"); RVec3 normal = (RVec3)getGlobal(DefaultShaderVar.G_NORMAL); for(int i=0; i<mTextures.size(); i++) { texNormal.assign(castVec3(texture2D(muTextures[i], textureCoord))); texNormal.assign(texNormal.rgb().multiply(2)); texNormal.assignSubtract(1); texNormal.assign(normalize(texNormal)); if(mTextures.get(i).getInfluence() != 1) texNormal.assignMultiply(mTextures.get(i).getInfluence()); normal.assign(normalize(texNormal.add(normal))); } }