Example usage for com.badlogic.gdx.graphics.g3d Shader interface-usage

List of usage examples for com.badlogic.gdx.graphics.g3d Shader interface-usage

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics.g3d Shader interface-usage.

Usage

From source file com.cyphercove.doublehelix.BackgroundShader.java

public class BackgroundShader implements Shader {
    Texture texture;
    ShaderProgram program;

    int u_texture, u_color, u_modelViewProjTrans, u_ambient;

From source file com.cyphercove.doublehelix.BlackShader.java

public class BlackShader implements Shader {
    ShaderProgram program;

    int u_modelViewProjTrans;

    @Override

From source file com.cyphercove.doublehelix.UnlitShader.java

public class UnlitShader implements Shader {
    Texture texture;
    ShaderProgram program;

    int u_texture, u_modelViewProjTrans;

From source file com.github.fauu.helix.core.GeneralShader.java

public class GeneralShader implements Shader {

    private ShaderProgram program;
    private Camera camera;
    private RenderContext context;

From source file com.github.fauu.helix.core.WaterShader.java

public class WaterShader implements Shader {

    private ShaderProgram program;
    private Camera camera;
    private RenderContext context;

From source file de.r2soft.empires.client.graphics.R2TileShader.java

/**
 * 
 * @author: Katharina Sabel <katharina.sabel@2rsoftworks.de>
 */
public class R2TileShader implements Shader {

From source file io.lonelyrobot.empires.client.graphics.R2TileShader.java

/**
 * 
 * @author: Katharina Sabel <katharina.sabel@2rsoftworks.de>
 */
public class R2TileShader implements Shader {

From source file ve.ucv.ciens.ccg.nxtar.graphics.shaders.DirectionalLightPerPixelShader.java

public class DirectionalLightPerPixelShader implements Shader {
    private static final int MAX_NUM_BONES = 4;
    private static final Matrix4 IDENTITY = new Matrix4();
    private static final String VERTEX_SHADER_PATH = "shaders/directionalPerPixelSingleLight/directionalPerPixel_vert.glsl";
    private static final String FRAGMENT_SHADER_PATH = "shaders/directionalPerPixelSingleLight/directionalPerPixel_frag.glsl";
    private static final String INCLUDE_SKINNING = "#define SKINNING\n";