protected SceneBrightnessShader() { super(); addComputeShader(ResourceLoader.loadShader("shaders/filter/bloom/brightness.comp")); compileShader(); } }
public void addData(Vec2f[] data) { glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo); glBufferData(GL_SHADER_STORAGE_BUFFER, BufferUtil.createFlippedBuffer(data), GL_STATIC_READ); }
protected BloomSceneShader() { super(); addComputeShader(ResourceLoader.loadShader("shaders/filter/bloom/bloomScene.comp")); compileShader(); } }
protected SunLightScatteringAdditiveBlendShader() { super(); addComputeShader(ResourceLoader.loadShader("shaders/filter/lightScattering/additiveBlend_CS.glsl")); compileShader(); } }
protected FullScreenQuadShader() { super(); addVertexShader(ResourceLoader.loadShader("shaders/quad/quad_VS.glsl")); addFragmentShader(ResourceLoader.loadShader("shaders/quad/quad_FS.glsl")); compileShader(); addUniform("texture"); }
protected UITextPanelShader() { super(); addVertexShader(ResourceLoader.loadShader("shaders/ui/textPanel.vert")); addFragmentShader(ResourceLoader.loadShader("shaders/ui/textPanel.frag")); compileShader(); addUniform("orthographicMatrix"); addUniform("texture"); }
protected SunShader() { super(); addVertexShader(ResourceLoader.loadShader("shaders/sun/sun_VS.glsl")); addFragmentShader(ResourceLoader.loadShader("shaders/sun/sun_FS.glsl")); compileShader(); addUniform("m_MVP"); addUniform("sunTexture"); addUniform("sunTexture_small"); }
protected SampleCoverageShader() { super(); addComputeShader(ResourceLoader.loadShader("shaders/sampleCoverageMask_CS.glsl")); compileShader(); addUniform("multisamples"); }
protected TwiddleFactorsShader() { super(); addComputeShader(ResourceLoader.loadShader("shaders/fft/twiddleFactors.comp")); compileShader(); addUniform("N"); }
protected InversionShader() { super(); addComputeShader(ResourceLoader.loadShader("shaders/fft/inversion.comp")); compileShader(); addUniform("pingpong"); addUniform("N"); }
protected ContrastShader() { super(); addComputeShader(ResourceLoader.loadShader("shaders/filter/contrast/Contrast_CS.glsl")); compileShader(); addUniform("contrastFactor"); addUniform("brightnessFactor"); }
protected MotionBlurShader() { super(); addComputeShader(ResourceLoader.loadShader("shaders/filter/motionBlur/motionBlur.comp")); compileShader(); addUniform("windowWidth"); addUniform("windowHeight"); }
protected SSAOBlurShader(){ super(); addComputeShader(ResourceLoader.loadShader("shaders/filter/ssao/SSAOBlur_CS.glsl")); compileShader(); addUniform("width"); addUniform("height"); }
protected HorizontalBloomBlurShader() { super(); addComputeShader(ResourceLoader.loadShader("shaders/filter/bloom/horizontalGaussianBlur.comp")); compileShader(); addUniform("sceneBrightnessSampler"); addUniform("windowWidth"); addUniform("windowHeight"); }
protected DepthOfFieldVerticalBlurShader() { super(); addComputeShader(ResourceLoader.loadShader("shaders/filter/depthOfFieldBlur/verticalGaussianDoF.comp")); compileShader(); addUniform("depthmap"); addUniform("windowWidth"); addUniform("windowHeight"); }
protected ButterflyShader() { super(); addComputeShader(ResourceLoader.loadShader("shaders/fft/butterfly.comp")); compileShader(); addUniform("direction"); addUniform("pingpong"); addUniform("stage"); }
protected DepthOfFieldHorizontalBlurShader() { super(); addComputeShader(ResourceLoader.loadShader("shaders/filter/depthOfFieldBlur/horizontalGaussianDoF.comp")); compileShader(); addUniform("depthmap"); addUniform("windowWidth"); addUniform("windowHeight"); }
protected NormalMapShader() { super(); addComputeShader(ResourceLoader.loadShader("shaders/util/normals.comp")); compileShader(); addUniform("heightmap"); addUniform("N"); addUniform("normalStrength"); }
protected SunLightScatteringShader() { super(); addComputeShader(ResourceLoader.loadShader("shaders/filter/lightScattering/lightScattering_CS.glsl")); compileShader(); addUniform("sunWorldPosition"); addUniform("windowWidth"); addUniform("windowHeight"); addUniform("viewProjectionMatrix"); }
protected BloomAdditiveBlendShader() { super(); addComputeShader(ResourceLoader.loadShader("shaders/filter/bloom/additiveBlend.comp")); compileShader(); addUniform("bloomBlurSampler_div2"); addUniform("bloomBlurSampler_div4"); addUniform("bloomBlurSampler_div8"); addUniform("bloomBlurSampler_div16"); addUniform("windowWidth"); addUniform("windowHeight"); }