Example usage for org.lwjgl.opengl GL20 GL_VERTEX_SHADER

List of usage examples for org.lwjgl.opengl GL20 GL_VERTEX_SHADER

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL20 GL_VERTEX_SHADER.

Prototype

int GL_VERTEX_SHADER

To view the source code for org.lwjgl.opengl GL20 GL_VERTEX_SHADER.

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Document

Accepted by the type argument of CreateShader and returned by the params parameter of GetShaderiv.

Usage

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);
}