List of usage examples for com.badlogic.gdx.graphics.g3d.shaders BaseShader subclass-usage
From source file com.mbrlabs.mundus.commons.shaders.EntityShader.java
/** * @author Marcus Brummer * @version 22-11-2015 */ public class EntityShader extends BaseShader {
From source file com.mbrlabs.mundus.commons.shaders.ModelShader.java
/** * @author Marcus Brummer * @version 22-11-2015 */ public class ModelShader extends BaseShader {
From source file com.mbrlabs.mundus.commons.shaders.SkyboxShader.java
/** * @author Marcus Brummer * @version 08-01-2016 */ public class SkyboxShader extends BaseShader {
From source file com.mbrlabs.mundus.commons.shaders.TerrainShader.java
/** * @author Marcus Brummer * @version 22-11-2015 */ public class TerrainShader extends BaseShader {
From source file com.mbrlabs.mundus.commons.skybox.SkyboxShader.java
/** * @author Marcus Brummer * @version 08-01-2016 */ public class SkyboxShader extends BaseShader {
From source file com.mbrlabs.mundus.commons.terrain.TerrainShader.java
/** * @author Marcus Brummer * @version 22-11-2015 */ public class TerrainShader extends BaseShader {
From source file com.mbrlabs.mundus.editor.tools.picker.PickerShader.java
/**
* Used to render game objects in only one color.
*
* This color represents the encoded id of the game object. By rendering with
* this shader on a framebuffer object one can implement raypicking. The class
* GameObjectPicker does exactly that.
From source file com.mbrlabs.mundus.shader.WireframeShader.java
/** * @author Marcus Brummer * @version 03-12-2015 */ public class WireframeShader extends BaseShader {
From source file com.mbrlabs.mundus.tools.picker.PickerShader.java
/**
* Used to render game objects in only one color.
*
* This color represents the encoded id of the game object. By rendering with
* this shader on a framebuffer object one can implement raypicking. The class
* GameObjectPicker does exactly that.
From source file gaia.cu9.ari.gaiaorbit.util.override.AtmosphereShader.java
public class AtmosphereShader extends BaseShader { public static class Config { /** The uber vertex shader to use, null to use the default vertex shader. */ public String vertexShader = null; /** The uber fragment shader to use, null to use the default fragment shader. */ public String fragmentShader = null;