public object getUniform(WebGLProgram program, WebGLUniformLocation location) { return null; }
public void uniformMatrix4fv(WebGLUniformLocation location, bool transpose, float[] value) { return; }
public void uniformMatrix4fv(WebGLUniformLocation location, bool transpose, WebGLFloatArray value) { return; }
public void uniform4iv(WebGLUniformLocation location, int[] v) { return; }
public void uniform4iv(WebGLUniformLocation location, WebGLIntArray v) { return; }
public void uniform4fv(WebGLUniformLocation location, WebGLFloatArray v) { return; }
public void uniform4i(WebGLUniformLocation location, int x, int y, int z, int w) { return; }
public void uniform4f(WebGLUniformLocation location, float x, float y, float z, float w) { return; }
public void uniform4fv(WebGLUniformLocation location, float[] v) { return; }
public void uniform2f(WebGLUniformLocation location, float x, float y) { return; }
public void uniform2i(WebGLUniformLocation location, int x, int y) { return; }
public void uniform1i(WebGLUniformLocation location, int x) { return; }
public void uniform1f(WebGLUniformLocation location, float x) { return; }
public static void Init(RenderContext renderContext) { GL gl = renderContext.gl; String fragShaderText = " precision mediump float; \n" + " uniform vec4 lineColor; \n" + " varying lowp vec4 vColor; \n" + " uniform sampler2D uSampler; \n" + " void main(void) \n" + " { \n" + " vec4 texColor; \n" + " texColor = texture2D(uSampler, gl_PointCoord); \n" + " \n" + " \n" + " gl_FragColor = lineColor * vColor * texColor; \n" + " } \n"; String vertexShaderText = " attribute vec3 aVertexPosition; \n" + " attribute vec4 aVertexColor; \n" + " attribute vec2 aTime; \n" + " attribute float aPointSize; \n" + " uniform mat4 uMVMatrix; \n" + " uniform mat4 uPMatrix; \n" + " uniform float jNow; \n" + " uniform float decay; \n" + " \n" + " varying lowp vec4 vColor; \n" + " \n" + " void main(void) \n" + " { \n" + " gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); \n" + " float dAlpha = 1.0; \n" + " if ( decay > 0.0) \n" + " { \n" + " dAlpha = 1.0 - ((jNow - aTime.y) / decay); \n " + " if (dAlpha > 1.0 ) \n" + " { \n" + " dAlpha = 1.0; \n" + " } \n" + " } \n" + " if (jNow < aTime.x && decay > 0.0) \n" + " { \n" + " vColor = vec4(0.0, 0.0, 0.0, 0.0); \n" + " } \n" + " else \n" + " { \n" + " vColor = vec4(aVertexColor.r, aVertexColor.g, aVertexColor.b, dAlpha); \n" + " } \n" + " gl_PointSize = aPointSize/0.1; \n" + " } \n" + " \n"; frag = gl.createShader(GL.FRAGMENT_SHADER); gl.shaderSource(frag, fragShaderText); gl.compileShader(frag); object stat = gl.getShaderParameter(frag, GL.COMPILE_STATUS); vert = gl.createShader(GL.VERTEX_SHADER); gl.shaderSource(vert, vertexShaderText); gl.compileShader(vert); object stat1 = gl.getShaderParameter(vert, GL.COMPILE_STATUS); object compilationLog = gl.getShaderInfoLog(vert); prog = gl.createProgram(); gl.attachShader(prog, vert); gl.attachShader(prog, frag); gl.linkProgram(prog); object errcode = gl.getProgramParameter(prog, GL.LINK_STATUS); gl.useProgram(prog); vertLoc = gl.getAttribLocation(prog, "aVertexPosition"); colorLoc = gl.getAttribLocation(prog, "aVertexColor"); pointSizeLoc = gl.getAttribLocation(prog, "aPointSize"); timeLoc = gl.getAttribLocation(prog, "aTime"); projMatLoc = gl.getUniformLocation(prog, "uPMatrix"); mvMatLoc = gl.getUniformLocation(prog, "uMVMatrix"); sampLoc = gl.getUniformLocation(prog, "uSampler"); jNowLoc = gl.getUniformLocation(prog, "jNow"); decayLoc = gl.getUniformLocation(prog, "decay"); lineColorLoc = gl.getUniformLocation(prog, "lineColor"); gl.enable(GL.BLEND); initialized = true; }
public static void Init(RenderContext renderContext) { GL gl = renderContext.gl; String fragShaderText = " precision mediump float; \n" + " \n" + " varying vec2 vTextureCoord; \n" + " \n" + " uniform sampler2D uSampler; \n" + " \n" + " void main(void) { \n" + " gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); \n" + " } \n"; String vertexShaderText = " attribute vec3 aVertexPosition; \n" + " attribute vec2 aTextureCoord; \n" + " \n" + " uniform mat4 uMVMatrix; \n" + " uniform mat4 uPMatrix; \n" + " \n" + " varying vec2 vTextureCoord; \n" + " \n" + " \n" + " void main(void) { \n" + " gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); \n" + " vTextureCoord = aTextureCoord; \n" + " } \n" + " \n"; frag = gl.createShader(GL.FRAGMENT_SHADER); gl.shaderSource(frag, fragShaderText); gl.compileShader(frag); object stat = gl.getShaderParameter(frag, GL.COMPILE_STATUS); vert = gl.createShader(GL.VERTEX_SHADER); gl.shaderSource(vert, vertexShaderText); gl.compileShader(vert); object stat1 = gl.getShaderParameter(vert, GL.COMPILE_STATUS); prog = gl.createProgram(); gl.attachShader(prog, vert); gl.attachShader(prog, frag); gl.linkProgram(prog); object errcode = gl.getProgramParameter(prog, GL.LINK_STATUS); gl.useProgram(prog); vertLoc = gl.getAttribLocation(prog, "aVertexPosition"); textureLoc = gl.getAttribLocation(prog, "aTextureCoord"); projMatLoc = gl.getUniformLocation(prog, "uPMatrix"); mvMatLoc = gl.getUniformLocation(prog, "uMVMatrix"); sampLoc = gl.getUniformLocation(prog, "uSampler"); Tile.uvMultiple = 1; Tile.DemEnabled = true; gl.enable(GL.BLEND); gl.blendFunc(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA); initialized = true; }
public static void Init(RenderContext renderContext) { GL gl = renderContext.gl; String fragShaderText = " precision highp float; \n" + " uniform vec4 lineColor; \n" + " \n" + " void main(void) { \n" + " gl_FragColor = lineColor; \n" + " } \n"; String vertexShaderText = " attribute vec3 aVertexPosition; \n" + " \n" + " uniform mat4 uMVMatrix; \n" + " uniform mat4 uPMatrix; \n" + " \n" + " \n" + " \n" + " void main(void) { \n" + " gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); \n" + " } \n" + " \n"; frag = gl.createShader(GL.FRAGMENT_SHADER); gl.shaderSource(frag, fragShaderText); gl.compileShader(frag); object stat = gl.getShaderParameter(frag, GL.COMPILE_STATUS); vert = gl.createShader(GL.VERTEX_SHADER); gl.shaderSource(vert, vertexShaderText); gl.compileShader(vert); object stat1 = gl.getShaderParameter(vert, GL.COMPILE_STATUS); prog = gl.createProgram(); gl.attachShader(prog, vert); gl.attachShader(prog, frag); gl.linkProgram(prog); object errcode = gl.getProgramParameter(prog, GL.LINK_STATUS); gl.useProgram(prog); vertLoc = gl.getAttribLocation(prog, "aVertexPosition"); lineColorLoc = gl.getUniformLocation(prog, "lineColor"); projMatLoc = gl.getUniformLocation(prog, "uPMatrix"); mvMatLoc = gl.getUniformLocation(prog, "uMVMatrix"); gl.enable(GL.BLEND); gl.blendFunc(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA); initialized = true; }