@Override public void applyParams() { super.applyParams(); } }
@Override public void applyParams() { super.applyParams(); GLES20.glUniform1f(muOpacityHandle, mOpacity); }
@Override public void applyParams() { super.applyParams(); GLES20.glUniform1f(rtWHandle, mReadTarget.getWidth()); GLES20.glUniform1f(rtHHandle, mReadTarget.getHeight()); } }
/** * Applies parameters that should be set on the shaders. These are parameters * like time, color, buffer handles, etc. */ public void applyParams() { mVertexShader.setColor(mColor); mVertexShader.setTime(mTime); mVertexShader.applyParams(); mFragmentShader.setColorInfluence(mColorInfluence); mFragmentShader.applyParams(); }
@Override public void applyParams() { super.applyParams(); GLES20.glUniform2fv(muCircleCenterHandle, 1, mCircleCenter, 0); GLES20.glUniform4fv(muTrackColorHandle, 1, mTrackColor, 0); GLES20.glUniform4fv(muProgressColorHandle, 1, mProgressColor, 0); GLES20.glUniform1f(muCircleRadiusHandle, mCircleRadius); GLES20.glUniform1f(muBorderThicknessHandle, mBorderThickness); GLES20.glUniform1f(muTextureRotationSpeedHandle, mTextureRotationSpeed); GLES20.glUniform1f(muProgressHandle, mProgress); }
@Override public void applyParams() { super.applyParams(); } }
@Override public void applyParams() { super.applyParams(); GLES20.glUniform1f(muOpacityHandle, mOpacity); }
/** * Applies parameters that should be set on the shaders. These are parameters * like time, color, buffer handles, etc. */ public void applyParams() { mVertexShader.setColor(mColor); mVertexShader.setTime(mTime); mVertexShader.applyParams(); mFragmentShader.setColorInfluence(mColorInfluence); mFragmentShader.applyParams(); }