Package org.terasology.rendering.shader

Examples of org.terasology.rendering.shader.ShaderParametersDefault


        }
    }

    @Override
    public void initShaders() {
        defaultShaderProgram = prepareAndStoreShaderProgramInstance("default", new ShaderParametersDefault());
        defaultTexturedShaderProgram = prepareAndStoreShaderProgramInstance("defaultTextured", new ShaderParametersDefault());

        // TODO: Find a better way to do this
        prepareAndStoreShaderProgramInstance("post", new ShaderParametersPost());
        prepareAndStoreShaderProgramInstance("ssao", new ShaderParametersSSAO());
        prepareAndStoreShaderProgramInstance("lightshaft", new ShaderParametersLightShaft());
        prepareAndStoreShaderProgramInstance("sobel", new ShaderParametersSobel());
        prepareAndStoreShaderProgramInstance("prePost", new ShaderParametersPrePost());
        prepareAndStoreShaderProgramInstance("combine", new ShaderParametersCombine());
        prepareAndStoreShaderProgramInstance("highp", new ShaderParametersDefault());
        prepareAndStoreShaderProgramInstance("blur", new ShaderParametersDefault());
        prepareAndStoreShaderProgramInstance("down", new ShaderParametersDefault());
        prepareAndStoreShaderProgramInstance("hdr", new ShaderParametersHdr());
        prepareAndStoreShaderProgramInstance("sky", new ShaderParametersSky());
        prepareAndStoreShaderProgramInstance("chunk", new ShaderParametersChunk());
        prepareAndStoreShaderProgramInstance("particle", new ShaderParametersParticle());
        prepareAndStoreShaderProgramInstance("block", new ShaderParametersBlock());
        prepareAndStoreShaderProgramInstance("shadowMap", new ShaderParametersShadowMap());
        prepareAndStoreShaderProgramInstance("debug", new ShaderParametersDebug());
        prepareAndStoreShaderProgramInstance("ocDistortion", new ShaderParametersOcDistortion());
        prepareAndStoreShaderProgramInstance("lightBufferPass", new ShaderParametersLightBufferPass());
        prepareAndStoreShaderProgramInstance("lightGeometryPass", new ShaderParametersLightGeometryPass());
        prepareAndStoreShaderProgramInstance("simple", new ShaderParametersDefault());
        prepareAndStoreShaderProgramInstance("ssaoBlur", new ShaderParametersDefault());
    }
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