Package com.badlogic.gdx.graphics.glutils

Examples of com.badlogic.gdx.graphics.glutils.ShaderProgram


        + "void main()\n"//
        + "{\n" //
        + "gl_FragColor = texture2D(u_texture, v_texCoords);\n"       
        + "}\n";
    ShaderProgram.pedantic = false;
    ShaderProgram woShadowShader = new ShaderProgram(vertexShader,
        fragmentShader);
    if (woShadowShader.isCompiled() == false) {
      Gdx.app.log("ERROR", woShadowShader.getLog());

    }

    return woShadowShader;
  }
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        + "vec4 c = texture2D(u_texture, v_texCoords);\n"//
        + "gl_FragColor.rgb = c.rgb * c.a + ambient.rgb;\n"//
        + "gl_FragColor.a = ambient.a - c.a;\n"//       
        + "}\n";
    ShaderProgram.pedantic = false;
    ShaderProgram shadowShader = new ShaderProgram(vertexShader,
        fragmentShader);
    if (shadowShader.isCompiled() == false) {
      Gdx.app.log("ERROR", shadowShader.getLog());

    }

    return shadowShader;
  }
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        + "{\n" //
        + "  gl_FragColor = "+gamma+"(v_color);\n" //
        + "}";

    ShaderProgram.pedantic = false;
    ShaderProgram lightShader = new ShaderProgram(vertexShader,
        fragmentShader);
    if (lightShader.isCompiled() == false) {
      Gdx.app.log("ERROR", lightShader.getLog());
    }

    return lightShader;
  }
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        + "        + center * texture2D(u_texture, v_texCoords2)"+rgb+"\n" //
        + "        + close  * texture2D(u_texture, v_texCoords3)"+rgb+"\n" //
        + "        + far    * texture2D(u_texture, v_texCoords4)"+rgb+";\n"//
        + "}\n";
    ShaderProgram.pedantic = false;
    ShaderProgram blurShader = new ShaderProgram(vertexShader,
        fragmentShader);
    if (blurShader.isCompiled() == false) {
      Gdx.app.log("ERROR", blurShader.getLog());
    }

    return blurShader;
  }
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          + "void main()\n"//
        + "{\n" //
        + "gl_FragColor.rgb = (ambient.rgb + texture2D(u_texture, v_texCoords).rgb);\n"
          + "}\n";
    ShaderProgram.pedantic = false;
    ShaderProgram shadowShader = new ShaderProgram(vertexShader,
          fragmentShader);
    if (shadowShader.isCompiled() == false) {
      Gdx.app.log("ERROR", shadowShader.getLog());

    }

    return shadowShader;
  }
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    frameBuffer.getColorBufferTexture().bind(0);

    // at last lights are rendered over scene
    if (rayHandler.shadows) {
      final Color c = rayHandler.ambientLight;
      ShaderProgram shader = shadowShader;
      if (RayHandler.isDiffuse) {
        shader = diffuseShader;
        shader.begin();
        rayHandler.diffuseBlendFunc.apply();
        shader.setUniformf("ambient", c.r, c.g, c.b, c.a);
      } else {
        shader.begin();
        rayHandler.shadowBlendFunc.apply();
        shader.setUniformf("ambient", c.r * c.a, c.g * c.a,
            c.b * c.a, 1f - c.a);
      }
    //  shader.setUniformi("u_texture", 0);
      lightMapMesh.render(shader, GL20.GL_TRIANGLE_FAN);
      shader.end();
    } else if (needed) {
      rayHandler.simpleBlendFunc.apply();
      withoutShadowShader.begin();
    //  withoutShadowShader.setUniformi("u_texture", 0);
      lightMapMesh.render(withoutShadowShader, GL20.GL_TRIANGLE_FAN);
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        config.vertexShader != null ? config.vertexShader : getDefaultVertexShader(),
        config.fragmentShader != null ? config.fragmentShader : getDefaultFragmentShader());
  }
 
  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));
  }
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    register(DefaultShader.Inputs.diffuseTexture, DefaultShader.Setters.diffuseTexture);
  }

  @Override
  public void init () {
    final ShaderProgram program = this.program;
    this.program = null;
    init(program, renderable);
    renderable = null;
  }
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      + "void main()\n"//
      + "{\n" //
      + "  gl_FragColor = v_color * texture2D(u_texture, v_texCoords);\n" //
      + "}";

    ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader);
    if (shader.isCompiled() == false) throw new IllegalArgumentException("Error compiling shader: " + shader.getLog());
    return shader;
  }
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      config.fragmentShader != null ? config.fragmentShader : getDefaultFragmentShader());
  }

  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));
  }
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