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)
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")
def __init__(self, name, textureIndex): FragShaderFunc.__init__(self, name) self.textureIndex = textureIndex self.addUniform("sampler2D", "Texture%d" % textureIndex)
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)
def __init__(self, name): FragShaderFunc.__init__(self, name=name) self.facVar = "%sFac" % name self.addConstant(type="float", name=self.facVar, val=1.0)
def __init__(self): FragShaderFunc.__init__(self, name='contrast') self.facVar = "contrastFac" self.addConstant(type="float", name=self.facVar, val=1.0)
def __init__(self): FragShaderFunc.__init__(self, name='brightness') self.facVar = "brightnessFac" self.addConstant(type="float", name=self.facVar, val=1.0)