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()
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()
def __init__(self, t): Shader.__init__(self, t)
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)
def __init__(self, t): Shader.__init__(self, t) self.iTime: float = Uniform(float) self.textureObj = Uniform(sampler2D) self.iResolution = Uniform(g.vec3)
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