public HotspotMaterial(boolean useTexture, boolean discardAlpha) { super(new VertexShader(R.raw.minimal_vertex_shader), new HotspotFragmentShader(useTexture, discardAlpha)); mHotspotShader = (HotspotFragmentShader)mCustomFragmentShader; }
protected void createMaterial(@RawRes int vertexShaderResourceId, @RawRes int fragmentShaderResourceId) { createMaterial(new VertexShader(vertexShaderResourceId), new FragmentShader(fragmentShaderResourceId)); }
mVertexShader = new VertexShader(); mVertexShader.enableTime(mTimeEnabled); mVertexShader.hasCubeMaps(hasCubeMaps);
protected void createMaterial(int vertexShaderResourceId, int fragmentShaderResourceId) { mVertexShader = new VertexShader(vertexShaderResourceId); mFragmentShader = new FragmentShader(fragmentShaderResourceId); mVertexShader.setNeedsBuild(false); mFragmentShader.setNeedsBuild(false); setMaterial(new Material(mVertexShader, mFragmentShader)); }
mVertexShader = new VertexShader(); mVertexShader.enableTime(mTimeEnabled); mVertexShader.hasCubeMaps(hasCubeMaps);