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VertexShader.initialize
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How to use
initialize
method
in
org.rajawali3d.materials.shaders.VertexShader

Best Java code snippets using org.rajawali3d.materials.shaders.VertexShader.initialize (Showing top 8 results out of 315)

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}
origin: Rajawali/Rajawali

@Override
public void initialize() {
  super.initialize();
  addUniform(PARAM_SOBEL, DataType.VEC2);
}
origin: Rajawali/Rajawali

@Override
public void initialize() {
  super.initialize();
  addUniform(PARAM_GRID, DataType.VEC2);
}
origin: Rajawali/Rajawali

@Override
public void initialize() {
  super.initialize();
  muModelMatrix = (RMat4) addUniform(DefaultShaderVar.U_MODEL_MATRIX);
  muLightMatrix = (RMat4) addUniform(U_MVP_LIGHT, DataType.MAT4);
  maPosition = (RVec4) addAttribute(DefaultShaderVar.A_POSITION);
}
origin: Rajawali/Rajawali

public SobelPass(float x, float y)
{
  super();
  if(x > 0) gX = x;
  if(y > 0) gY = y;
  mVertexShader = new SobelVertexShader();
  mVertexShader.initialize();
  mVertexShader.buildShader();
  mFragmentShader = new SobelFragmentShader();
  mFragmentShader.initialize();
  mFragmentShader.buildShader();
  createMaterial(mVertexShader, mFragmentShader);
}
origin: Rajawali/Rajawali

public PixelatedPass(float rows, float cols)
{
  super();
  if(rows > 0) this.rows = rows;
  if(cols > 0) this.cols = cols;
  mVertexShader = new PixelatedVertexShader();
  mVertexShader.initialize();
  mVertexShader.buildShader();
  //Log.d(getClass().getSimpleName(), "=== vertex shader ===\n" + mVertexShader.getShaderString());
  mFragmentShader = new PixelatedFragmentShader();
  mFragmentShader.initialize();
  mFragmentShader.buildShader();
  //Log.d(getClass().getSimpleName(), "=== fragment shader ===\n" + mFragmentShader.getShaderString());
  createMaterial(mVertexShader, mFragmentShader);
}
origin: Rajawali/Rajawali

  mVertexShader.useVertexColors(mUseVertexColors);
  onPreVertexShaderInitialize(mVertexShader);
  mVertexShader.initialize();
  mFragmentShader = new FragmentShader();
  mFragmentShader.enableTime(mTimeEnabled);
  mFragmentShader.initialize();
} else {
  if (mVertexShader.needsBuild()) mVertexShader.initialize();
  if (mFragmentShader.needsBuild()) mFragmentShader.initialize();
origin: pondurii/vrVideo

@Override
public void initialize() {
  super.initialize();
  
  muModelMatrix = (RMat4) addUniform(DefaultShaderVar.U_MODEL_MATRIX);
  muLightMatrix = (RMat4) addUniform(U_MVP_LIGHT, DataType.MAT4);
  maPosition = (RVec4) addAttribute(DefaultShaderVar.A_POSITION);
}
 
origin: pondurii/vrVideo

mVertexShader.hasSkyTexture(skyTextures != null && skyTextures.size() > 0);
mVertexShader.useVertexColors(mUseVertexColors);
mVertexShader.initialize();
mFragmentShader = new FragmentShader();
mFragmentShader.enableTime(mTimeEnabled);
mFragmentShader = mCustomFragmentShader;
if (mVertexShader.needsBuild()) mVertexShader.initialize();
if (mFragmentShader.needsBuild()) mFragmentShader.initialize();
org.rajawali3d.materials.shadersVertexShaderinitialize

Popular methods of VertexShader

  • <init>
  • addAttribute
  • addGlobal
  • addShaderFragment
  • addUniform
  • addVarying
  • applyParams
  • buildShader
  • castMat3
  • castVec3
  • enableTime
  • getAttribLocation
  • enableTime,
  • getAttribLocation,
  • getGlobal,
  • getShaderString,
  • getUniformLocation,
  • hasCubeMaps,
  • hasSkyTexture,
  • needsBuild,
  • normalize

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