private void setupFogShader() throws Exception { fogShaderProgram = new ShaderProgram(); fogShaderProgram.createVertexShader(Utils.loadResource("/shaders/light_vertex.vs")); fogShaderProgram.createFragmentShader(Utils.loadResource("/shaders/fog_fragment.fs")); fogShaderProgram.link(); fogShaderProgram.createUniform("modelMatrix"); fogShaderProgram.createUniform("viewMatrix"); fogShaderProgram.createUniform("projectionMatrix"); fogShaderProgram.createUniform("screenSize"); fogShaderProgram.createUniform("positionsText"); fogShaderProgram.createUniform("depthText"); fogShaderProgram.createUniform("sceneText"); fogShaderProgram.createFogUniform("fog"); fogShaderProgram.createUniform("ambientLight"); fogShaderProgram.createUniform("lightColour"); fogShaderProgram.createUniform("lightIntensity"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices and texture sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); sceneShaderProgram.createUniform("normalMap"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); sceneShaderProgram.createUniform("normalMap"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); // Create uniforms for shadow mapping sceneShaderProgram.createUniform("shadowMap"); sceneShaderProgram.createUniform("orthoProjectionMatrix"); sceneShaderProgram.createUniform("modelLightViewMatrix"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); sceneShaderProgram.createUniform("normalMap"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); // Create uniforms for shadow mapping sceneShaderProgram.createUniform("shadowMap"); sceneShaderProgram.createUniform("orthoProjectionMatrix"); sceneShaderProgram.createUniform("modelLightViewMatrix"); // Create uniform for joint matrices sceneShaderProgram.createUniform("jointsMatrix"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); sceneShaderProgram.createUniform("normalMap"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); // Create uniforms for shadow mapping sceneShaderProgram.createUniform("shadowMap"); sceneShaderProgram.createUniform("orthoProjectionMatrix"); sceneShaderProgram.createUniform("modelLightViewMatrix"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); sceneShaderProgram.createUniform("normalMap"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); // Create uniforms for shadow mapping sceneShaderProgram.createUniform("shadowMap"); sceneShaderProgram.createUniform("orthoProjectionMatrix"); sceneShaderProgram.createUniform("modelLightViewMatrix"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); sceneShaderProgram.createUniform("normalMap"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); // Create uniforms for shadow mapping sceneShaderProgram.createUniform("shadowMap"); sceneShaderProgram.createUniform("orthoProjectionMatrix"); sceneShaderProgram.createUniform("modelLightViewMatrix"); // Create uniform for joint matrices sceneShaderProgram.createUniform("jointsMatrix"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); sceneShaderProgram.createUniform("normalMap"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); // Create uniforms for shadow mapping sceneShaderProgram.createUniform("shadowMap"); sceneShaderProgram.createUniform("orthoProjectionMatrix"); sceneShaderProgram.createUniform("modelLightViewMatrix"); // Create uniform for joint matrices sceneShaderProgram.createUniform("jointsMatrix"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewMatrix"); sceneShaderProgram.createUniform("texture_sampler"); sceneShaderProgram.createUniform("normalMap"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); // Create uniforms for shadow mapping sceneShaderProgram.createUniform("shadowMap"); sceneShaderProgram.createUniform("orthoProjectionMatrix"); sceneShaderProgram.createUniform("modelLightViewMatrix"); // Create uniform for joint matrices sceneShaderProgram.createUniform("jointsMatrix"); }
private void setupSceneShader() throws Exception { // Create shader sceneShaderProgram = new ShaderProgram(); sceneShaderProgram.createVertexShader(Utils.loadResource("/shaders/scene_vertex.vs")); sceneShaderProgram.createFragmentShader(Utils.loadResource("/shaders/scene_fragment.fs")); sceneShaderProgram.link(); // Create uniforms for modelView and projection matrices sceneShaderProgram.createUniform("projectionMatrix"); sceneShaderProgram.createUniform("modelViewNonInstancedMatrix"); sceneShaderProgram.createUniform("texture_sampler"); sceneShaderProgram.createUniform("normalMap"); // Create uniform for material sceneShaderProgram.createMaterialUniform("material"); // Create lighting related uniforms sceneShaderProgram.createUniform("specularPower"); sceneShaderProgram.createUniform("ambientLight"); sceneShaderProgram.createPointLightListUniform("pointLights", MAX_POINT_LIGHTS); sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog"); // Create uniforms for shadow mapping sceneShaderProgram.createUniform("shadowMap"); sceneShaderProgram.createUniform("orthoProjectionMatrix"); sceneShaderProgram.createUniform("modelLightViewNonInstancedMatrix"); sceneShaderProgram.createUniform("renderShadow"); // Create uniform for joint matrices sceneShaderProgram.createUniform("jointsMatrix"); sceneShaderProgram.createUniform("isInstanced"); }
sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog");
sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog");
sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog");
sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog");
sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog");
sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog");
sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog");
sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog");
sceneShaderProgram.createSpotLightListUniform("spotLights", MAX_SPOT_LIGHTS); sceneShaderProgram.createDirectionalLightUniform("directionalLight"); sceneShaderProgram.createFogUniform("fog");