void CCShaderCache::reloadDefaultShaders() { // reset all programs and reload them // Position Texture Color shader CCGLProgram *p = programForKey(kCCShader_PositionTextureColor); p->reset(); loadDefaultShader(p, kCCShaderType_PositionTextureColor); // Position Texture Color alpha test p = programForKey(kCCShader_PositionTextureColorAlphaTest); p->reset(); loadDefaultShader(p, kCCShaderType_PositionTextureColorAlphaTest); // // Position, Color shader // p = programForKey(kCCShader_PositionColor); p->reset(); loadDefaultShader(p, kCCShaderType_PositionColor); // // Position Texture shader // p = programForKey(kCCShader_PositionTexture); p->reset(); loadDefaultShader(p, kCCShaderType_PositionTexture); // // Position, Texture attribs, 1 Color as uniform shader // p = programForKey(kCCShader_PositionTexture_uColor); p->reset(); loadDefaultShader(p, kCCShaderType_PositionTexture_uColor); // // Position Texture A8 Color shader // p = programForKey(kCCShader_PositionTextureA8Color); p->reset(); loadDefaultShader(p, kCCShaderType_PositionTextureA8Color); // // Position and 1 color passed as a uniform (to simulate glColor4ub ) // p = programForKey(kCCShader_Position_uColor); p->reset(); loadDefaultShader(p, kCCShaderType_Position_uColor); // // Position, Legth(TexCoords, Color (used by Draw Node basically ) // p = programForKey(kCCShader_PositionLengthTexureColor); p->reset(); loadDefaultShader(p, kCCShaderType_PositionLengthTexureColor); p = programForKey(kCCShader_PositionTextureColorMask); p->reset(); loadDefaultShader(p, kCCShaderType_PositionTextureColorMask); }
void ShaderCache::reloadDefaultShaders() { // reset all programs and reload them // Position Texture Color shader GLProgram *p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR); p->reset(); loadDefaultShader(p, kShaderType_PositionTextureColor); // Position Texture Color alpha test p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST); p->reset(); loadDefaultShader(p, kShaderType_PositionTextureColorAlphaTest); // // Position, Color shader // p = programForKey(GLProgram::SHADER_NAME_POSITION_COLOR); p->reset(); loadDefaultShader(p, kShaderType_PositionColor); // // Position Texture shader // p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE); p->reset(); loadDefaultShader(p, kShaderType_PositionTexture); // // Position, Texture attribs, 1 Color as uniform shader // p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_U_COLOR); p->reset(); loadDefaultShader(p, kShaderType_PositionTexture_uColor); // // Position Texture A8 Color shader // p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_A8_COLOR); p->reset(); loadDefaultShader(p, kShaderType_PositionTextureA8Color); // // Position and 1 color passed as a uniform (to simulate glColor4ub ) // p = programForKey(GLProgram::SHADER_NAME_POSITION_U_COLOR); p->reset(); loadDefaultShader(p, kShaderType_Position_uColor); // // Position, Legth(TexCoords, Color (used by Draw Node basically ) // p = programForKey(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR); p->reset(); loadDefaultShader(p, kShaderType_PositionLengthTexureColor); }
void CCShaderCache::reloadDefaultShaders() { // reset all programs and reload them // Position Texture Color shader CCGLProgram *p = programForKey(kCCShader_PositionTextureColor); p->reset(); loadDefaultShader(p, kCCShaderType_PositionTextureColor); // Position Texture Color alpha test p = programForKey(kCCShader_PositionTextureColorAlphaTest); p->reset(); loadDefaultShader(p, kCCShaderType_PositionTextureColorAlphaTest); // // Position, Color shader // p = programForKey(kCCShader_PositionColor); p->reset(); loadDefaultShader(p, kCCShaderType_PositionColor); // // Position Texture shader // p = programForKey(kCCShader_PositionTexture); p->reset(); loadDefaultShader(p, kCCShaderType_PositionTexture); // // Position, Texture attribs, 1 Color as uniform shader // p = programForKey(kCCShader_PositionTexture_uColor); p->reset(); loadDefaultShader(p, kCCShaderType_PositionTexture_uColor); // // Position Texture A8 Color shader // p = programForKey(kCCShader_PositionTextureA8Color); p->reset(); loadDefaultShader(p, kCCShaderType_PositionTextureA8Color); // // Position and 1 color passed as a uniform (to similate glColor4ub ) // p = programForKey(kCCShader_Position_uColor); p->reset(); loadDefaultShader(p, kCCShaderType_Position_uColor); }