Ejemplo n.º 1
0
	ShaderPtr Shader::createSimpleTextureShader( base::Texture2dPtr texture )
	{
		base::ShaderPtr shader = Shader::create().attachPS(base::Path( BASE_PATH ) + "/gfx/glsl/simpleTexture.ps.glsl").attachVS(base::Path( BASE_PATH ) + "/gfx/glsl/simpleTexture.vs.glsl");
		if(texture)
			shader->setUniform( "texture", texture->getUniform() );
		return shader;
	}
Ejemplo n.º 2
0
void init()
{
	std::cout << "init!\n";

	// put your initialization stuff here
	int width = 512;
	int height = 512;

	// init resources
	geometry = base::geo_cube();
	shader = base::Shader::createSimpleTextureShader();
	texture = base::Texture2d::createUVRefTexture();
	shader->setUniform("texture",texture->getUniform());

	initializeStencilShader = base::Shader::create().attachPS(base::Path( SRC_PATH ) + "/src/initializeStencil.ps.glsl").attachVS(base::Path( SRC_PATH ) + "/src/initializeStencil.vs.glsl");
	
	multisampleTexture = base::Texture2d::createRGBAFloat32( 512, 512, true, 4 );

	multisampleFBO = base::FBO::create().width(512).height(512).multisample(true).numSamples(4).stencilBuffer(true).attach(multisampleTexture);
	multisampleTestShader = base::Shader::load( base::Path( SRC_PATH ) + "/src/multisampleTest" );
	multisampleTestShader->setUniform( "texture", multisampleTexture->getUniform() );


}