public final class PostProcessShader
extends java.lang.Object
This file format is designed to specify this custom fragment code, and specify its input and output.
#using [samplerType] [samplerName] #using [attributeType] [attributeName] #using out vec4 [outVarName] [fragmentCode]
ShaderIn).
Currently only ShaderIn.uv is supported// Input declarations #using sampler2D diffuseSpecMap #using sampler2D lightFactorsMap #using vec2 uv // Output declaration #using out vec4 finalColor // Fragment code (don't declare output variable) vec4 diffuseSpec = texture2D(diffuseSpecMap, uv); vec4 lightFactors = texture2D(lightFactorsMap, uv); finalColor = diffuseSpec * lightFactors; finalColor = vec4(finalColor.rgb + finalColor.a, 1.0);
| Modifier | Constructor and Description |
|---|---|
protected |
PostProcessShader(java.lang.String id,
java.lang.String internalId,
java.lang.String postProcessCode) |
| Modifier and Type | Method and Description |
|---|---|
protected void |
destroy() |
java.lang.String |
getCode() |
java.lang.String |
getId() |
protected java.lang.String |
getInternalId() |
protected Shader |
getShader(AssetManager assets) |
protected PostProcessShader(java.lang.String id,
java.lang.String internalId,
java.lang.String postProcessCode)
protected void destroy()
protected Shader getShader(AssetManager assets)
public java.lang.String getId()
protected java.lang.String getInternalId()
public java.lang.String getCode()
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