def __init__(self): shader_source_dir = os.path.dirname(__file__) vs = os.path.join(shader_source_dir,"phong.vert") fs = os.path.join(shader_source_dir,"phong.frag") ShaderProgram.__init__(self, VertexShader(vs), FragmentShader(fs)) self._global_ambient = Colour(.02,.02,.02,1.0) self._uniform_names = [ 'Global_ambient', 'material.ambient', 'material.diffuse', 'material.specular', 'material.shininess', 'diffuse_texture' ] self._attribute_names = ['Vertex_position', 'Vertex_normal', 'Vertex_texture_coordinate']
def __init__(self): shader_source_dir = os.path.dirname(__file__) vs = os.path.join(shader_source_dir,"phong3.vert") fs = os.path.join(shader_source_dir,"phong3.frag") ShaderProgram.__init__(self, VertexShader(vs), FragmentShader(fs)) self._uniform_names = [ 'model', 'view', 'proj', 'lightPosition', 'diffuse_texture' # 'material.diffuse', # 'material.specular', # 'material.shininess', # 'diffuse_texture' ] self._attribute_names = ['position', 'normal', 'colour', 'texture_coordinate' ]
def __init__(self): vs = os.path.join("Render","Shaders","comp_lighting.vert") fs = os.path.join("Render","Shaders","comp_lighting.frag") ShaderProgram.__init__(self, VertexShader(vs), FragmentShader(fs)) # Uniform Values - Need to fix the Colour class first self._global_ambient = Colour(.02,.02,.02,1.0) self._material_ambient = Colour(.2,.2,.2,1.0) self._material_diffuse = Colour(.5,.5,.5,1.0) self._material_specular = Colour(.2,.2,.2,1.0) self._material_shininess = 0.5 self._uniform_names = [ 'Global_ambient', 'material.ambient', 'material.diffuse', 'material.specular', 'material.shininess' ] self._uniform_locations = {} self._vertex_position_attr_location = None self._vertex_normal_attr_location = None self._lights = []