Example usage for com.badlogic.gdx.graphics.g3d.shaders BaseShader subclass-usage

List of usage examples for com.badlogic.gdx.graphics.g3d.shaders BaseShader subclass-usage

Introduction

In this page you can find the example usage for com.badlogic.gdx.graphics.g3d.shaders BaseShader subclass-usage.

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;