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