def __init__(self, enabledLights=[0]): VertShaderFunc.__init__(self, 'bump') self.numLights = len(enabledLights) self.enabledLights = enabledLights self.addVarying(type="vec3", name="lightVec[%d]" % self.numLights) self.addAttribute(type="vec4", name="vertexTangent")
def __init__(self, app, lights, lightIndexes=None): VertShaderFunc.__init__(self, name='plight') self.app = app self.numLights = len(lights) self.lights = lights if lightIndexes==None: self.lightIndexes = range(self.numLights) else: self.lightIndexes = lightIndexes self.addVarying(type="vec3", name="lightVec[%d]" % self.numLights) self.addVarying(type="float", name="attenFacs[%d]" % self.numLights) self.addVarying(type="vec4", name="eyeVec") self.addVarying(type="vec3", name="positionVarying")
def __init__(self, textureIndex=0): VertShaderFunc.__init__(self, name="vsmShadow") self.textureIndex = textureIndex
def __init__(self): VertShaderFunc.__init__(self, name="vsmShadow") self.addVarying(type="vec4", name=VSM_VARYING_POS)
def __init__(self, texIndex=0): VertShaderFunc.__init__(self, "planarReflection") self.texIndex = texIndex self.addVarying("vec4", "reflectionUV")