List of usage examples for org.lwjgl.opengl GL20 GL_VERTEX_SHADER
int GL_VERTEX_SHADER
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From source file:br.com.perin.shaders.ShaderProgram.java
public ShaderProgram(String vertexFile, String fragmentFile) { vertexShaderId = loadShader(vertexFile, GL20.GL_VERTEX_SHADER); fragmentShaderId = loadShader(fragmentFile, GL20.GL_FRAGMENT_SHADER); programId = GL20.glCreateProgram();//from w w w .j a v a2 s. c om GL20.glAttachShader(programId, vertexShaderId); GL20.glAttachShader(programId, fragmentShaderId); bindAttributes(); GL20.glLinkProgram(programId); GL20.glValidateProgram(programId); }
From source file:cn.academy.core.client.render.shader.ShaderMask.java
License:GNU General Public License
private ShaderMask() { this.linkShader(Resources.getShader("mask.vert"), GL20.GL_VERTEX_SHADER); this.linkShader(Resources.getShader("mask.frag"), GL20.GL_FRAGMENT_SHADER); this.compile(); this.useProgram(); GL20.glUniform1i(this.getUniformLocation("texture"), 0); GL20.glUniform1i(this.getUniformLocation("mask"), MASK_TEXID); GL20.glUseProgram(0);//from w w w. j av a 2s. c o m }
From source file:cn.lambdalib.util.client.shader.ShaderMono.java
License:MIT License
private ShaderMono() { this.linkShader(getShader("simple.vert"), GL20.GL_VERTEX_SHADER); this.linkShader(getShader("mono.frag"), GL20.GL_FRAGMENT_SHADER); this.compile(); this.useProgram(); GL20.glUniform1i(GL20.glGetUniformLocation(this.getProgramID(), "sampler"), 0); GL20.glUseProgram(0);/*from w w w. j a v a 2s .c o m*/ }
From source file:cn.lambdalib.util.client.shader.ShaderNotex.java
License:MIT License
private ShaderNotex() { this.linkShader(getShader("simple.vert"), GL20.GL_VERTEX_SHADER); this.linkShader(getShader("notex.frag"), GL20.GL_FRAGMENT_SHADER); this.compile(); }
From source file:cn.lambdalib.util.client.shader.ShaderSimple.java
License:MIT License
private ShaderSimple() { this.linkShader(getShader("simple.vert"), GL20.GL_VERTEX_SHADER); this.linkShader(getShader("simple.frag"), GL20.GL_FRAGMENT_SHADER); this.compile(); this.useProgram(); GL20.glUniform1i(GL20.glGetUniformLocation(this.getProgramID(), "sampler"), 0); GL20.glUseProgram(0);/*from w ww. j a v a2 s .co m*/ }
From source file:com.adavr.player.context.ShaderContext.java
License:Open Source License
@Override public void setup() { vertexShader = loadShader(vertexShaderName, GL20.GL_VERTEX_SHADER); fragmentShader = loadShader(fragmentShaderName, GL20.GL_FRAGMENT_SHADER); program = Program.create();/*from www. j av a 2 s .c om*/ program.attachShader(vertexShader); program.attachShader(fragmentShader); program.bindAttribLocation(0, "in_Position"); program.bindAttribLocation(1, "in_Color"); program.bindAttribLocation(2, "in_TextureCoord"); program.link(true); }
From source file:com.domsplace.FaultEngine.Shader.ShaderProgram.java
License:Apache License
public static ShaderProgram getToonShader() { if (toonShader != null) return toonShader; Shader toonFragShader = new Shader(); Shader toonVertShader = new Shader(); toonShader = new ShaderProgram(); try {//from w w w . j av a 2s . c o m toonFragShader.compile(FileUtilities.getResourceAsString("shaders/ToonShader/toon_shader.frag"), GL20.GL_FRAGMENT_SHADER); toonVertShader.compile(FileUtilities.getResourceAsString("shaders/ToonShader/toon_shader.vert"), GL20.GL_VERTEX_SHADER); toonShader.addShader(toonFragShader).addShader(toonVertShader); toonShader.compile(); } catch (Exception e) { } return toonShader; }
From source file:com.geekyaubergine.geekyjgameutil.shader.ShaderProgram.java
License:Open Source License
@Override public void loadResource() throws IOException { vertexShaderID = loadShaderFile(vertexShaderFile, GL20.GL_VERTEX_SHADER); fragmentShaderID = loadShaderFile(fragmentShaderFile, GL20.GL_FRAGMENT_SHADER); programID = GL20.glCreateProgram();//from w ww .j a v a 2s. c om GL20.glAttachShader(programID, vertexShaderID); GL20.glAttachShader(programID, fragmentShaderID); bindAttributes(); GL20.glLinkProgram(programID); GL20.glValidateProgram(programID); }
From source file:com.github.begla.blockmania.rendering.manager.ShaderManager.java
License:Apache License
private void initShaders() { _preProcessorPreamble += ((Boolean) ConfigurationManager.getInstance().getConfig() .get("Graphics.animatedWaterAndGrass")) ? "#define ANIMATED_WATER_AND_GRASS \n" : ""; _preProcessorPreamble += "#define GAMMA " + ConfigurationManager.getInstance().getConfig().get("Graphics.gamma").toString() + "\n"; createShader("sky_vert.glsl", "sky", GL20.GL_VERTEX_SHADER); createShader("sky_frag.glsl", "sky", GL20.GL_FRAGMENT_SHADER); createShader("chunk_vert.glsl", "chunk", GL20.GL_VERTEX_SHADER); createShader("chunk_frag.glsl", "chunk", GL20.GL_FRAGMENT_SHADER); createShader("particle_vert.glsl", "particle", GL20.GL_VERTEX_SHADER); createShader("particle_frag.glsl", "particle", GL20.GL_FRAGMENT_SHADER); createShader("block_vert.glsl", "block", GL20.GL_VERTEX_SHADER); createShader("block_frag.glsl", "block", GL20.GL_FRAGMENT_SHADER); createShader("gelatinousCube_vert.glsl", "gelatinousCube", GL20.GL_VERTEX_SHADER); createShader("gelatinousCube_frag.glsl", "gelatinousCube", GL20.GL_FRAGMENT_SHADER); createShader("clouds_vert.glsl", "clouds", GL20.GL_VERTEX_SHADER); createShader("clouds_frag.glsl", "clouds", GL20.GL_FRAGMENT_SHADER); for (String s : _fragmentShader.keySet()) { int shaderProgram = GL20.glCreateProgram(); GL20.glAttachShader(shaderProgram, _fragmentShader.get(s)); GL20.glAttachShader(shaderProgram, _vertexShader.get(s)); GL20.glLinkProgram(shaderProgram); GL20.glValidateProgram(shaderProgram); _shaderPrograms.put(s, shaderProgram); }/*from ww w . j a v a2s . co m*/ }
From source file:com.github.begla.blockmania.rendering.manager.ShaderManager.java
License:Apache License
private int createShader(String filename, String title, int type) { Blockmania.getInstance().getLogger().log(Level.INFO, "Loading shader {0} ({1}, type = {2})", new String[] { title, filename, String.valueOf(type) }); HashMap<String, Integer> shaders; if (type == GL20.GL_FRAGMENT_SHADER) { shaders = _fragmentShader;/*ww w. ja v a2 s . c o m*/ } else if (type == GL20.GL_VERTEX_SHADER) { shaders = _vertexShader; } else { return 0; } shaders.put(title, GL20.glCreateShader(type)); if (shaders.get(title) == 0) { return 0; } String fragCode = _preProcessorPreamble + "\n"; String line; try { BufferedReader reader = new BufferedReader(new InputStreamReader(ResourceLoader .getResource("com/github/begla/blockmania/data/shaders/" + filename).openStream())); while ((line = reader.readLine()) != null) { fragCode += line + "\n"; } } catch (Exception e) { Blockmania.getInstance().getLogger().log(Level.SEVERE, "Failed to read shader."); return 0; } GL20.glShaderSource(shaders.get(title), fragCode); GL20.glCompileShader(shaders.get(title)); printLogInfo(shaders.get(title)); return shaders.get(title); }