Primitive2DList() { loadProgram(OBJECT, GL_VERTEX_SHADER, "primitive2dlist.vert", GL_FRAGMENT_SHADER, "transparent.frag"); assignUniforms("custom_alpha"); assignSamplerNames(0, "tex", ST_BILINEAR_FILTERED); } // Primitive2DList
ColoredTextureRectShader() { #ifdef XX initQuadBuffer(); #endif loadProgram(OBJECT, GL_VERTEX_SHADER, "colortexturedquad.vert", GL_FRAGMENT_SHADER, "colortexturedquad.frag"); assignUniforms("center", "size", "texcenter", "texsize"); assignSamplerNames(0, "tex", ST_BILINEAR_FILTERED); glGenVertexArrays(1, &m_vao); glBindVertexArray(m_vao); glEnableVertexAttribArray(0); glEnableVertexAttribArray(3); glEnableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, SharedGPUObjects::getQuadBuffer()); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0); glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid *)(2 * sizeof(float))); const unsigned quad_color[] = { 0, 0, 0, 255, 255, 0, 0, 255, 0, 255, 0, 255, 0, 0, 255, 255 }; glGenBuffers(1, &m_color_vbo); glBindBuffer(GL_ARRAY_BUFFER, m_color_vbo); glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(unsigned), quad_color, GL_DYNAMIC_DRAW); glVertexAttribIPointer(2, 4, GL_UNSIGNED_INT, 4 * sizeof(unsigned), 0); glBindVertexArray(0); } // ColoredTextureRectShader
InstancedColorizeShader() { loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert", GL_VERTEX_SHADER, "glow_object.vert", GL_FRAGMENT_SHADER, "glow_object.frag"); assignUniforms(); } // InstancedColorizeShader
TextureRectShader() { loadProgram(OBJECT, GL_VERTEX_SHADER, "texturedquad.vert", GL_FRAGMENT_SHADER, "texturedquad.frag"); assignUniforms("center", "size", "texcenter", "texsize"); assignSamplerNames(0, "tex", ST_BILINEAR_FILTERED); } // TextureRectShader
// ============================================================================ Shaders::ColoredLine::ColoredLine() { loadProgram(OBJECT, GL_VERTEX_SHADER, "sp_pass.vert", GL_FRAGMENT_SHADER, "coloredquad.frag"); assignUniforms("color"); glGenVertexArrays(1, &m_vao); glBindVertexArray(m_vao); glGenBuffers(1, &m_vbo); glBindBuffer(GL_ARRAY_BUFFER, m_vbo); glBufferData(GL_ARRAY_BUFFER, 6 * 1024 * sizeof(float), 0, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0); for (int i = 1; i < 16; i++) { glDisableVertexAttribArray(i); } glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); } // Shaders::ColoredLine
ColoredRectShader() { loadProgram(OBJECT, GL_VERTEX_SHADER, "coloredquad.vert", GL_FRAGMENT_SHADER, "coloredquad.frag"); assignUniforms("center", "size", "color"); } // ColoredRectShader