Beispiel #1
0
 def __init__(self, use_lut=False, lighted=False, gridsize=(0.0,0.0,0.0), elevation=0.0):
     self._lighted = lighted
     self._gridsize = gridsize
     self._gridwidth = (1.0,1.0,1.0)
     self._elevation = elevation
     interpolation = read_shader('bicubic.txt')
     light         = read_shader('phong.txt')
     lut           = read_shader('lut.txt')
     vertex        = read_shader('vertex_bicubic.txt')
     fragment      = read_shader('fragment_bicubic.txt')
     lut_code = light_code = grid_code = height_code = ''
     if use_lut:
         lut_code = 'color = texture1D_lut(lut, color.a);'
     if lighted:
         light_code = read_shader('light_bicubic.txt')
     if self._gridsize[0] or self._gridsize[1] or self._gridsize[2]:
         grid_code = read_shader('grid.txt')
     if self._elevation:
         height_code = read_shader('height_bicubic.txt')
     fragment  = fragment % (lut_code,grid_code,light_code)
     vertex    = vertex % (height_code)
     Shader.__init__(self,
       vert = [interpolation] + [vertex],
       frag = [interpolation] + [light] + [lut] + [fragment])
     self.kernel = build_kernel()
Beispiel #2
0
 def __init__(self,
              use_lut=False,
              lighted=False,
              gridsize=(0.0, 0.0, 0.0),
              elevation=0.0):
     self._lighted = lighted
     self._gridsize = gridsize
     self._gridwidth = (1.0, 1.0, 1.0)
     self._elevation = elevation
     interpolation = read_shader('bicubic.txt')
     if lighted:
         light = read_shader('phong.txt')
     else:
         light = ''
     lut = read_shader('lut.txt')
     vertex = read_shader('vertex_bicubic.txt')
     fragment = read_shader('fragment_bicubic.txt')
     lut_code = light_code = grid_code = height_code = ''
     if use_lut:
         lut_code = 'color = texture1D_lut(lut, color.a);'
     if lighted:
         light_code = read_shader('light_bicubic.txt')
     if self._gridsize[0] or self._gridsize[1] or self._gridsize[2]:
         grid_code = read_shader('grid.txt')
     if self._elevation:
         height_code = read_shader('height_bicubic.txt')
     fragment = fragment % (lut_code, grid_code, light_code)
     vertex = vertex % (height_code)
     Shader.__init__(self,
                     vert=[interpolation] + [vertex],
                     frag=[interpolation] + [light] + [lut] + [fragment])
     self.kernel = build_kernel()
Beispiel #3
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 def __init__(self, t):
     Shader.__init__(self, t)
Beispiel #4
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 def __init__(self, t):
     Shader.__init__(self, t)
     self.fragCoord = GlslVariable(g.vec2, piping=IN)
     self.zoom = Uniform(float)
     self.zoom_pos = Uniform(g.vec2)
Beispiel #5
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 def __init__(self, t):
     Shader.__init__(self, t)
     self.iTime: float = Uniform(float)
     self.textureObj = Uniform(sampler2D)
     self.iResolution = Uniform(g.vec3)
Beispiel #6
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 def __init__(self, t):
     Shader.__init__(self, t)
     self.texture = Uniform[g.sampler2D]()
     self.size = Uniform(g.vec2)
     self.fragCoord = GlslVariable[g.vec2](piping=IN)
     self.debug = True