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

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

Introduction

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

Usage

From source file com.badlogic.gdx.tests.g3d.shaders.MultiPassShader.java

public class MultiPassShader extends DefaultShader {
    public static int passes = 10;

    protected final int u_pass = register(new Uniform("u_pass"));

    public MultiPassShader(final Renderable renderable, final Config config) {

From source file com.badlogic.gdx.tests.g3d.shadows.system.classical.MainShader.java

/** This shader is used by the classical shadow system. This shader supports normal mapping and specular mapping
 * @author realitix */
public class MainShader extends DefaultShader {
    public static class Config extends DefaultShader.Config {
        public ClassicalShadowSystem shadowSystem;

From source file com.badlogic.gdx.tests.g3d.shadows.system.classical.Pass1Shader.java

/** This shader pack the depth data into the texture
 * @author realitix */
public class Pass1Shader extends DefaultShader {
    private static String defaultVertexShader = null;

    public static String getDefaultVertexShader() {

From source file com.badlogic.gdx.tests.g3d.shadows.system.classical.Pass2Shader.java

/** This shader accumulates shadow with blending
 * @author realitix */
public class Pass2Shader extends DefaultShader {
    public static class Config extends DefaultShader.Config {
        public ClassicalShadowSystem shadowSystem;

From source file com.badlogic.gdx.tests.g3d.shadows.system.realistic.MainShader.java

/** This shader is used by the realistic shadow system. This shader supports normal mapping and specular mapping
 * @author realitix */
public class MainShader extends DefaultShader {
    public static class Config extends DefaultShader.Config {
        public RealisticShadowSystem shadowSystem;

From source file com.badlogic.gdx.tests.g3d.shadows.system.realistic.Pass1Shader.java

/** This shader pack the depth data into the texture
 * @author realitix */
public class Pass1Shader extends DefaultShader {
    private static String defaultVertexShader = null;

    public static String getDefaultVertexShader() {

From source file com.mygdx.game.shaders.UberShader.java

/**
 * @author jsjolund
 */
public class UberShader extends DefaultShader {

    private static final String TAG = "UberShader";

From source file com.uos.mortaldestiny.rendering.FrontShader.java

public class FrontShader extends DefaultShader {
    public static class Config extends DefaultShader.Config {
        public boolean depthBufferOnly = false;
        public float defaultAlphaTest = 0.5f;

        public Config() {

From source file engine.graphics.MultiPassShader.java

public class MultiPassShader extends DefaultShader {
    public static int passes = 10;

    protected final int u_pass = register(new Uniform("u_pass"));

    public MultiPassShader(final Renderable renderable, final Config config) {