public CustomShaderManager(GVRContext gvrContext) { final GVRMaterialShaderManager shaderManager = gvrContext.getMaterialShaderManager(); shaderId = shaderManager.addShader(R.raw.vertex, R.raw.fragment); GVRMaterialMap customShader = shaderManager.getShaderMap(shaderId); customShader.addUniformVec3Key("u_color", COLOR_KEY); customShader.addTextureKey("u_texture", TEXTURE_KEY); }
public PhongShader2(GVRContext gvrContext) { final GVRMaterialShaderManager shaderManager = gvrContext.getMaterialShaderManager(); mShaderId = shaderManager.addShader(VERTEX_SHADER, FRAGMENT_SHADER); mCustomShader = shaderManager.getShaderMap(mShaderId); mCustomShader.addUniformVec4Key("u_color", COLOR_KEY); mCustomShader.addUniformVec3Key("u_light", LIGHT_KEY); mCustomShader.addUniformVec3Key("u_eye", EYE_KEY); mCustomShader.addUniformFloatKey("u_radius", RADIUS_KEY); mCustomShader.addTextureKey("intexture", TEXTURE_KEY); mCustomShader.addUniformVec4Key("u_mat1", MAT1_KEY); mCustomShader.addUniformVec4Key("u_mat2", MAT2_KEY); mCustomShader.addUniformVec4Key("u_mat3", MAT3_KEY); mCustomShader.addUniformVec4Key("u_mat4", MAT4_KEY); }
public TransparentButtonShaderThreeStates(GVRContext gvrContext) { final GVRMaterialShaderManager shaderManager = gvrContext.getMaterialShaderManager(); mShaderId = shaderManager.addShader(VERTEX_SHADER, FRAGMENT_SHADER); mCustomShader = shaderManager.getShaderMap(mShaderId); mCustomShader.addTextureKey("texture", TEXTURE_KEY); mCustomShader.addTextureKey("textureHover", TEXTURE_HOVER_KEY); mCustomShader.addTextureKey("textHoverTexture", TEXTURE_TEXT_HOVER_KEY); mCustomShader.addTextureKey("textUpperTexture", TEXTURE_TEXT_UPPER_KEY); mCustomShader.addTextureKey("textHoverUpperTexture", TEXTURE_TEXT_HOVER_UPPER_KEY); mCustomShader.addTextureKey(TEXTURE_TEXT_SPECIAL_KEY, TEXTURE_TEXT_SPECIAL_KEY); mCustomShader.addTextureKey(TEXTURE_TEXT_HOVER_SPECIAL_KEY, TEXTURE_TEXT_HOVER_SPECIAL_KEY); mCustomShader.addTextureKey("textTexture", TEXTURE_TEXT_KEY); mCustomShader.addUniformFloatKey("opacity", OPACITY); mCustomShader.addUniformFloatKey("textureSwitch", TEXTURE_SWITCH); }