final ShaderNodeVariable variable = new ShaderNodeVariable(varType, "", varName, multiplicity); variable.setDefaultValue(defaultValue);
variables[i] = new ShaderNodeVariable("", expression[0].trim(), expression[1].trim()); variables[i] = new ShaderNodeVariable("", expression[0].trim());
/** * {@inheritDoc} * * attributes are all declared, inPosition is declared even if it's not in * the list and its condition is nulled. */ @Override protected void generateAttributes(StringBuilder source, ShaderGenerationInfo info) { source.append("\n"); boolean inPosition = false; for (ShaderNodeVariable var : info.getAttributes()) { if (var.getName().equals("inPosition")) { inPosition = true; var.setCondition(null); fixInPositionType(var); //keep track on the InPosition variable to avoid iterating through attributes again inPosTmp = var; } declareAttribute(source, var); } if (!inPosition) { inPosTmp = new ShaderNodeVariable("vec3", "inPosition"); declareAttribute(source, inPosTmp); } }
final ShaderNodeVariable variable = new ShaderNodeVariable(var.getType(), shaderNode.getName(), var.getName(), var.getMultiplicity()); ShaderNodeVariable v = new ShaderNodeVariable(var.getType(), shaderNode.getName(), var.getName(), var.getMultiplicity()); if (!declaredInputs.contains(shaderNode.getName() + "_" + var.getName())) { if (!isVarying(info, v)) {
final ShaderNodeVariable variable = new ShaderNodeVariable(varType, "", varName, multiplicity); variable.setDefaultValue(defaultValue);
if (hasNameSpace[i]) { if (expression.length <= 3) { variables[i] = new ShaderNodeVariable("", expression[0].trim(), expression[1].trim()); variables[i] = new ShaderNodeVariable("", expression[0].trim());
/** * {@inheritDoc} * * attributes are all declared, inPosition is declared even if it's not in * the list and its condition is nulled. */ @Override protected void generateAttributes(StringBuilder source, ShaderGenerationInfo info) { source.append("\n"); boolean inPosition = false; for (ShaderNodeVariable var : info.getAttributes()) { if (var.getName().equals("inPosition")) { inPosition = true; var.setCondition(null); fixInPositionType(var); //keep track on the InPosition variable to avoid iterating through attributes again inPosTmp = var; } declareAttribute(source, var); } if (!inPosition) { inPosTmp = new ShaderNodeVariable("vec3", "inPosition"); declareAttribute(source, inPosTmp); } }
final ShaderNodeVariable variable = new ShaderNodeVariable(var.getType(), shaderNode.getName(), var.getName(), var.getMultiplicity()); ShaderNodeVariable v = new ShaderNodeVariable(var.getType(), shaderNode.getName(), var.getName(), var.getMultiplicity()); if (!declaredInputs.contains(shaderNode.getName() + "_" + var.getName())) { if (!isVarying(info, v)) {