List of usage examples for com.badlogic.gdx.graphics.glutils ShaderProgram setUniformi
public void setUniformi(int location, int value)
From source file:com.kotcrab.vis.ui.widget.color.internal.ChannelBar.java
License:Apache License
@Override protected void setShaderUniforms(ShaderProgram shader) { shader.setUniformi("u_mode", mode); channelBarListener.setShaderUniforms(shader); }
From source file:com.lyeeedar.Roguelike3D.Graphics.Materials.TextureAttribute.java
License:Open Source License
@Override public void bind(ShaderProgram program, LightManager lights) { if (texture == null) return;//from w w w . ja v a2 s. com texture.bind(unit); program.setUniformi(diffuseTexture, unit); }
From source file:graphics.terrain.FogOverlay.java
License:Open Source License
protected void applyToTerrain(ShaderProgram shader) { updateTex();//from w ww. j a v a2 s . c o m oldTex.bind(1); newTex.bind(2); shader.setUniformi("u_fog_old", 1); shader.setUniformi("u_fog_new", 2); shader.setUniformf("u_fogSize", sizeX, sizeY); shader.setUniformf("u_fogTime", oldTime % 1); }
From source file:graphics.terrain.FogOverlay.java
License:Open Source License
protected void applyToMinimap(ShaderProgram shader) { updateTex();// ww w . j a va 2 s . com oldTex.bind(1); newTex.bind(2); shader.setUniformi("u_fog_old", 1); shader.setUniformi("u_fog_new", 2); shader.setUniformf("u_fogTime", oldTime % 1); }
From source file:mobi.shad.s3lib.main.S3Gfx.java
License:Apache License
public static void drawMeshQuad(Texture texture, Texture texture2, ShaderProgram shader) { Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE0); texture.bind();/* w ww . j av a 2 s .c o m*/ Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE1); texture2.bind(); shader.begin(); shader.setUniformi("u_texture0", 0); shader.setUniformi("u_texture1", 1); mesh.render(shader, GL20.GL_TRIANGLES); shader.end(); }
From source file:mobi.shad.s3lib.main.S3Gfx.java
License:Apache License
public static void drawFlipMeshQuad(Texture texture, Texture texture2, ShaderProgram shader) { Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE0); texture.bind();//from w ww . j a v a 2s . c om Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE1); texture2.bind(); shader.begin(); shader.setUniformi("u_texture0", 0); shader.setUniformi("u_texture1", 1); meshFlip.render(shader, GL20.GL_TRIANGLES); shader.end(); }
From source file:seventh.client.gfx.ImageBasedLightSystem.java
License:Open Source License
@Override public void update(TimeStep timeStep) { ShaderProgram shader = this.shader.getShader(); shader.begin();//from www. ja v a 2 s . co m { // this.ambientColor.set(0.3f, 0.3f, 0.4f); // this.ambientColor.set(0.9f, 0.9f, 0.9f); // this.ambientIntensity = 0.4f; shader.setUniformi("u_lightmap", 1); shader.setUniformf("ambientColor", ambientColor.x, ambientColor.y, ambientColor.z, ambientIntensity); shader.setUniformf("resolution", Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); } shader.end(); for (int i = 0; i < this.lights.size(); i++) { Light light = this.lights.get(i); light.update(timeStep); } }