Package org.lwjgl.test.opengles.util

Examples of org.lwjgl.test.opengles.util.Shader


    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(0.0f, 0.0f, -40.0f);

    vsh = new Shader(GL_VERTEX_SHADER, "uniform highp vec4 LIGHT_POS;\n" +
                                       "uniform highp mat4 MODEL_VIEW_PROJECTION_MATRIX;\n" +
                                       "uniform mediump mat3 NORMAL_MATRIX;\n" +
                                       "uniform lowp vec3 GEAR_COLOR;\n" +
                                       "attribute highp vec3 vPosition;\n" +
                                       "attribute mediump vec3 vNormal;\n" +
                                       "varying lowp vec3 color;\n" +
                                       "void main(void) {\n" +
                                       "\tgl_Position = MODEL_VIEW_PROJECTION_MATRIX * vec4(vPosition, 1.0);\n" +
                                       "\tvec3 normal = NORMAL_MATRIX * vNormal;\n" +
                                       "\tcolor = max(dot(normal, vec3(LIGHT_POS)), 0.0) * GEAR_COLOR + vec3(0.05);\n" +
                                       "}");

    fsh = new Shader(GL_FRAGMENT_SHADER, "varying lowp vec3 color;\n" +
                                         "void main(void) {\n" +
                                         "\tgl_FragColor = vec4(color, 1.0);\n" +
                                         "}");

    program = new ShaderProgram(vsh, fsh);
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  private final Matrix4f mvp = new Matrix4f();

  private final FloatBuffer m4fBuffer = BufferUtils.createFloatBuffer(4 * 4);

  QuadRenderer() {
    vsh = new Shader(GL_VERTEX_SHADER, "uniform highp mat4 MODEL_VIEW_PROJECTION_MATRIX;\n" +
                                       "attribute highp vec2 vPosition;\n" +
                                       "void main(void) {\n" +
                                       "\tgl_Position = MODEL_VIEW_PROJECTION_MATRIX * vec4(vPosition, 0.0, 1.0);\n" +
                                       "}");

    fsh = new Shader(GL_FRAGMENT_SHADER, "void main(void) {\n" +
                                         "\tgl_FragColor = vec4(1.0);\n" +
                                         "}");

    program = new ShaderProgram(vsh, fsh);
    program.enable();
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