Esempio n. 1
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 def __init__(self, enabledLights=[0]):
     FragShaderFunc.__init__(self, name='bump')
     self.numLights = len(enabledLights)
     self.enabledLights = enabledLights
     
     # normal map texture sampler
     self.addConstant(type="float", name=self.NORFAC_NAME, val="1.0")
 def __init__(self,
              enabledLights=[0],
              normalTexture=0,
              heightTexture=1):
     FragShaderFunc.__init__(self, name='parallaxO')
     self.numLights = len(enabledLights)
     self.enabledLights = enabledLights
     self.normalTexture = normalTexture
     self.heightTexture = heightTexture
     
     self.addUniform(type="sampler2D", name="Texture%d" % normalTexture)
     self.addUniform(type="sampler2D", name="Texture%d" % heightTexture)
Esempio n. 3
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 def __init__(self, app, lights, lightIndexes=None):
     FragShaderFunc.__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")
     
     # add stuff for shadows
     i = 0
     self.hasShadow = False
     for light in self.lights:
         if light.shadowMapArray == None: continue
         self.hasShadow = True
         numShadowMaps = len(light.shadowMapArray.shadowMaps)
         i += 1
         
         numVecs = len(light.shadowMapArray.farVecs)
         for j in range(numVecs):
             self.addUniform( type="vec%d" % light.shadowMapArray.farVecs[j], name="shadowFar%d%d" % (i-1,j) )
         #for j in range(len(light.shadowMapArray.shadowMaps)):
         self.addUniform( type="mat4", name="shadowNormalMat%d[%d]" % (i-1,numShadowMaps) )
         
         self.addUniform( type=light.shadowMapArray.textureType, name="shadowMap%d" % (i-1) )
         if light.shadowMapArray.textureType == "sampler2DArray":
             self.addDep("getOccCoef", PixelLightFrag.getOccCoef)
         
     if self.hasShadow:
         self.setMinVersion(130)
         self.enableExtension("GL_EXT_gpu_shader4")
 def __init__(self):
     FragShaderFunc.__init__(self, name="vsmShadow")
 def __init__(self):
     FragShaderFunc.__init__(self, name="vsmShadow")
     self.addVarying(type="vec4", name=VSM_VARYING_POS)
 def __init__(self, intensity=1.0):
     FragShaderFunc.__init__(self, name="planarReflection")
     self.addConstant(type="float", name="reflectionIntensity", val=str(intensity.value))
     self.addUniform("sampler2D", "reflectionMap")
     self.addVarying("vec4", "reflectionUV")
Esempio n. 7
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 def __init__(self, name, textureIndex):
     FragShaderFunc.__init__(self, name)
     self.textureIndex = textureIndex
     self.addUniform("sampler2D", "Texture%d" % textureIndex)
Esempio n. 8
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 def __init__(self, textureShaders):
     FragShaderFunc.__init__(self, "mixTexels")
     self.textureShaders = textureShaders
 def __init__(self):
     FragShaderFunc.__init__(self, name='invert')
     self.facVar = "invFac"
     self.addConstant(type="float", name=self.facVar, val=1.0)
Esempio n. 10
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 def __init__(self, name):
     FragShaderFunc.__init__(self, name=name)
     self.facVar = "%sFac" % name
     self.addConstant(type="float", name=self.facVar, val=1.0)
Esempio n. 11
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 def __init__(self):
     FragShaderFunc.__init__(self, name='contrast')
     self.facVar = "contrastFac"
     self.addConstant(type="float", name=self.facVar, val=1.0)
Esempio n. 12
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 def __init__(self):
     FragShaderFunc.__init__(self, name='brightness')
     self.facVar = "brightnessFac"
     self.addConstant(type="float", name=self.facVar, val=1.0)