@Override public void initialize() { super.initialize(); addUniform(PARAM_SOBEL, DataType.VEC2); }
@Override public void initialize() { super.initialize(); addUniform(PARAM_GRID, DataType.VEC2); }
@Override public void initialize() { super.initialize(); muModelMatrix = (RMat4) addUniform(DefaultShaderVar.U_MODEL_MATRIX); muLightMatrix = (RMat4) addUniform(U_MVP_LIGHT, DataType.MAT4); maPosition = (RVec4) addAttribute(DefaultShaderVar.A_POSITION); }
public SobelPass(float x, float y) { super(); if(x > 0) gX = x; if(y > 0) gY = y; mVertexShader = new SobelVertexShader(); mVertexShader.initialize(); mVertexShader.buildShader(); mFragmentShader = new SobelFragmentShader(); mFragmentShader.initialize(); mFragmentShader.buildShader(); createMaterial(mVertexShader, mFragmentShader); }
public PixelatedPass(float rows, float cols) { super(); if(rows > 0) this.rows = rows; if(cols > 0) this.cols = cols; mVertexShader = new PixelatedVertexShader(); mVertexShader.initialize(); mVertexShader.buildShader(); //Log.d(getClass().getSimpleName(), "=== vertex shader ===\n" + mVertexShader.getShaderString()); mFragmentShader = new PixelatedFragmentShader(); mFragmentShader.initialize(); mFragmentShader.buildShader(); //Log.d(getClass().getSimpleName(), "=== fragment shader ===\n" + mFragmentShader.getShaderString()); createMaterial(mVertexShader, mFragmentShader); }
mVertexShader.useVertexColors(mUseVertexColors); onPreVertexShaderInitialize(mVertexShader); mVertexShader.initialize(); mFragmentShader = new FragmentShader(); mFragmentShader.enableTime(mTimeEnabled); mFragmentShader.initialize(); } else { if (mVertexShader.needsBuild()) mVertexShader.initialize(); if (mFragmentShader.needsBuild()) mFragmentShader.initialize();
@Override public void initialize() { super.initialize(); muModelMatrix = (RMat4) addUniform(DefaultShaderVar.U_MODEL_MATRIX); muLightMatrix = (RMat4) addUniform(U_MVP_LIGHT, DataType.MAT4); maPosition = (RVec4) addAttribute(DefaultShaderVar.A_POSITION); }
mVertexShader.hasSkyTexture(skyTextures != null && skyTextures.size() > 0); mVertexShader.useVertexColors(mUseVertexColors); mVertexShader.initialize(); mFragmentShader = new FragmentShader(); mFragmentShader.enableTime(mTimeEnabled); mFragmentShader = mCustomFragmentShader; if (mVertexShader.needsBuild()) mVertexShader.initialize(); if (mFragmentShader.needsBuild()) mFragmentShader.initialize();