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AShader.addVarying
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How to use
addVarying
method
in
org.rajawali3d.materials.shaders.AShader

Best Java code snippets using org.rajawali3d.materials.shaders.AShader.addVarying (Showing top 4 results out of 315)

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}
origin: Rajawali/Rajawali

/**
 * Varying variables provide the interface between the vertex shaders, the fragment shaders, and the fixed
 * functionality between them. Vertex shaders will compute values per vertex (such as color, texture
 * coordinates, etc.) and write them to variables declared with the varying qualifier. A vertex shader may
 * also read varying variables, getting back the same values it has written. Reading a varying variable in a
 * vertex shader returns undefined values if it is read before being written.
 *
 * @param var    A global shader variable
 * @param index    The index for the shader variable. This number will appear suffixed in the final shader string.
 * @return
 */
protected ShaderVar addVarying(IGlobalShaderVar var, int index)
{
  return addVarying(var.getVarString() + Integer.toString(index), var.getDataType());
}
origin: Rajawali/Rajawali

/**
 * Varying variables provide the interface between the vertex shaders, the fragment shaders, and the fixed
 * functionality between them. Vertex shaders will compute values per vertex (such as color, texture
 * coordinates, etc.) and write them to variables declared with the varying qualifier. A vertex shader may
 * also read varying variables, getting back the same values it has written. Reading a varying variable in a
 * vertex shader returns undefined values if it is read before being written.
 *
 * @param var
 * @return
 */
protected ShaderVar addVarying(IGlobalShaderVar var) {
  return addVarying(var.getVarString(), var.getDataType());
}
origin: pondurii/vrVideo

/**
 * Varying variables provide the interface between the vertex shaders, the fragment shaders, and the fixed
 * functionality between them. Vertex shaders will compute values per vertex (such as color, texture
 * coordinates, etc.) and write them to variables declared with the varying qualifier. A vertex shader may
 * also read varying variables, getting back the same values it has written. Reading a varying variable in a
 * vertex shader returns undefined values if it is read before being written.
 * 
 * @param var    A global shader variable
 * @param index    The index for the shader variable. This number will appear suffixed in the final shader string.
 * @return
 */
protected ShaderVar addVarying(IGlobalShaderVar var, int index)
{
  return addVarying(var.getVarString() + Integer.toString(index), var.getDataType());
}
 
origin: pondurii/vrVideo

/**
 * Varying variables provide the interface between the vertex shaders, the fragment shaders, and the fixed
 * functionality between them. Vertex shaders will compute values per vertex (such as color, texture
 * coordinates, etc.) and write them to variables declared with the varying qualifier. A vertex shader may
 * also read varying variables, getting back the same values it has written. Reading a varying variable in a
 * vertex shader returns undefined values if it is read before being written.
 * 
 * @param var
 * @return
 */
protected ShaderVar addVarying(IGlobalShaderVar var) {
  return addVarying(var.getVarString(), var.getDataType());
}
 
org.rajawali3d.materials.shadersAShaderaddVarying

Javadoc

Varying variables provide the interface between the vertex shaders, the fragment shaders, and the fixed functionality between them. Vertex shaders will compute values per vertex (such as color, texture coordinates, etc.) and write them to variables declared with the varying qualifier. A vertex shader may also read varying variables, getting back the same values it has written. Reading a varying variable in a vertex shader returns undefined values if it is read before being written.

Popular methods of AShader

  • initialize
  • addAttribute
    The attribute qualifier is used to declare variables that are passed to a vertex shader from OpenGL
  • addConst
    Add a constant
  • addGlobal
    Adds a global variable
  • addUniform
    Add a uniform. The uniform qualifier is used to declare global variables whose values are the same a
  • applyParams
    applyParams() should be called on every frame. The shader parameters are set here.
  • castInt
  • castMat3
  • castMat4
  • castVec2
  • castVec3
  • castVec4
  • castVec3,
  • castVec4,
  • divide,
  • getAttribLocation,
  • getInstanceForDataType,
  • getReturnTypeForOperation,
  • getUniformLocation,
  • main,
  • normalize

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