private void loadPrefabs() {
   EntityPersister persister = _entityManager.getPersister();
   for (String prefabURI : AssetManager.list("prefab")) {
     _logger.info("Loading prefab " + prefabURI);
     try {
       if (!prefabURI.endsWith(".prefab")) {
         continue;
       }
       BufferedReader reader =
           new BufferedReader(new InputStreamReader(AssetManager.assetStream(prefabURI)));
       EntityData.Prefab prefabData = EntityDataJSONFormat.readPrefab(reader);
       if (prefabData != null) {
         persister.deserializePrefab(prefabData);
       }
     } catch (IOException e) {
       _logger.log(Level.WARNING, "Failed to load prefab '" + prefabURI + "'", e);
     }
   }
 }
/**
 * Shader parameters for the Particle shader program.
 *
 * @author Benjamin Glatzel <*****@*****.**>
 */
public class ShaderParametersParticle implements IShaderParameters {

  private Texture terrainTex = AssetManager.loadTexture("engine:terrain");

  public void applyParameters(ShaderProgram program) {
    LocalPlayer localPlayer = CoreRegistry.get(LocalPlayer.class);

    GL13.glActiveTexture(GL13.GL_TEXTURE0);
    glBindTexture(GL11.GL_TEXTURE_2D, terrainTex.getId());

    if (localPlayer != null) program.setInt("carryingTorch", localPlayer.isCarryingTorch() ? 1 : 0);
  }
}