List of usage examples for org.lwjgl.opengl ARBShaderObjects glUniform3fARB
public static native void glUniform3fARB(@NativeType("GLint") int location, @NativeType("GLfloat") float v0, @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2);
From source file:com.a2client.corex.ShaderUniform.java
License:Open Source License
public void setValue(Vec3f data) { if (ID != -1) { if (Type == Const.SHADER_UNIFORM_TYPE.utVec3) ARBShaderObjects.glUniform3fARB(ID, data.x, data.y, data.z); else//from www. ja v a 2 s. co m Log.error("shader unifrorm set wrong val" + Type + " must be utVec3"); } }
From source file:com.ardor3d.scene.state.lwjgl.shader.LwjglShaderUtil.java
License:Open Source License
private static void updateShaderUniform(final ShaderVariableFloat3 shaderUniform) { ARBShaderObjects.glUniform3fARB(shaderUniform.variableID, shaderUniform.value1, shaderUniform.value2, shaderUniform.value3);//from w w w . j a va2 s .co m }
From source file:flash.display.ShaderParameter.java
License:Open Source License
public void JITB$applyParameter(final int programId) { final int location = ARBShaderObjects.glGetUniformLocationARB(programId, name()); if (_type.equals(ShaderParameterType.FLOAT)) { ARBShaderObjects.glUniform1fARB(location, getFloat(0)); } else if (_type.equals(ShaderParameterType.FLOAT2)) { ARBShaderObjects.glUniform2fARB(location, getFloat(0), getFloat(1)); } else if (_type.equals(ShaderParameterType.FLOAT3)) { ARBShaderObjects.glUniform3fARB(location, getFloat(0), getFloat(1), getFloat(2)); } else if (_type.equals(ShaderParameterType.FLOAT4)) { ARBShaderObjects.glUniform4fARB(location, getFloat(0), getFloat(1), getFloat(2), getFloat(3)); }/*from www. ja va 2 s .com*/ }
From source file:lessur.util.shader.ShaderManager.java
License:GNU General Public License
/** * //from w ww .j a v a2 s.com * @param program ID/index of the program * @param name Name of the variable * @param value Value to set the variable */ public void setUniformFloatArray(int program, String name, float values[]) { if (has_opengl2) { int loc = GL20.glGetUniformLocation(program, name); checkVariableLocation(loc, name); if (values.length == 1) GL20.glUniform1f(loc, values[0]); if (values.length == 2) GL20.glUniform2f(loc, values[0], values[1]); else if (values.length == 3) GL20.glUniform3f(loc, values[0], values[1], values[2]); else if (values.length == 4) GL20.glUniform4f(loc, values[0], values[1], values[2], values[3]); } else if (has_arb) { int loc = ARBShaderObjects.glGetUniformLocationARB(program, name); checkVariableLocation(loc, name); if (values.length == 1) ARBShaderObjects.glUniform1fARB(loc, values[0]); if (values.length == 2) ARBShaderObjects.glUniform2fARB(loc, values[0], values[1]); else if (values.length == 3) ARBShaderObjects.glUniform3fARB(loc, values[0], values[1], values[2]); else if (values.length == 4) ARBShaderObjects.glUniform4fARB(loc, values[0], values[1], values[2], values[3]); } }