gamnit :: LightPointOfViewProgram :: _fragment_shader_source
gamnit :: LightPointOfViewProgram :: _tex_coord
Coordinates on the textures, per vertexgamnit :: LightPointOfViewProgram :: _texture
Visible texturegamnit :: LightPointOfViewProgram :: coord=
Vertices coordinatesgamnit :: LightPointOfViewProgram :: fragment_shader_source=
gamnit :: LightPointOfViewProgram :: tex_coord
Coordinates on the textures, per vertexgamnit :: LightPointOfViewProgram :: tex_coord=
Coordinates on the textures, per vertexgamnit :: LightPointOfViewProgram :: texture=
Visible texturegamnit $ LightPointOfViewProgram :: SELF
Type of this instance, automatically specialized in every classgamnit $ LightPointOfViewProgram :: fragment_shader_source
Source code of the fragment shadergamnit $ LightPointOfViewProgram :: vertex_shader_source
Source code of the vertex shadergamnit :: GamnitProgram :: _attributes
Attributes of this program organized by namegamnit :: GamnitProgram :: _error
Last error raised bycompile_and_link
gamnit :: LightPointOfViewProgram :: _fragment_shader_source
gamnit :: GamnitProgram :: _gl_program
Index to the OpenGL ES program, set bycompile_and_link
gamnit :: LightPointOfViewProgram :: _tex_coord
Coordinates on the textures, per vertexgamnit :: LightPointOfViewProgram :: _texture
Visible texturegamnit :: GamnitProgram :: _uniforms
Uniforms of this program organized by namegamnit :: GamnitProgram :: attributes
Attributes of this program organized by namegamnit :: GamnitProgram :: attributes=
Attributes of this program organized by namecore :: Object :: class_factory
Implementation used byget_class
to create the specific class.
gamnit :: GamnitProgram :: compile_and_link
Compile the shaders, and this program, then link and report any errorsgamnit :: LightPointOfViewProgram :: coord=
Vertices coordinatesgamnit :: GamnitProgram :: defaultinit
core :: Object :: defaultinit
gamnit :: GamnitProgram :: deleted=
Has this program been deleted?gamnit :: GamnitProgram :: diagnose
Diagnose possible problems with the shaders of the programgamnit :: GamnitProgram :: error=
Last error raised bycompile_and_link
gamnit :: GamnitProgram :: fragment_shader
Fragment shader to attach to this programgamnit :: GamnitProgramFromSource :: fragment_shader_source
Source code of the fragment shadergamnit :: LightPointOfViewProgram :: fragment_shader_source=
gamnit :: GamnitProgram :: gl_program
Index to the OpenGL ES program, set bycompile_and_link
gamnit :: GamnitProgram :: gl_program=
Index to the OpenGL ES program, set bycompile_and_link
core :: Object :: is_same_instance
Return true ifself
and other
are the same instance (i.e. same identity).
core :: Object :: is_same_serialized
Isself
the same as other
in a serialization context?
core :: Object :: is_same_type
Return true ifself
and other
have the same dynamic type.
core :: Object :: native_class_name
The class name of the object in CString format.core :: Object :: output_class_name
Display class name on stdout (debug only).gamnit :: LightPointOfViewProgram :: tex_coord
Coordinates on the textures, per vertexgamnit :: LightPointOfViewProgram :: tex_coord=
Coordinates on the textures, per vertexgamnit :: LightPointOfViewProgram :: texture=
Visible texturegamnit :: GamnitProgram :: uniforms
Uniforms of this program organized by namegamnit :: GamnitProgram :: uniforms=
Uniforms of this program organized by namegamnit :: GamnitProgram :: vertex_shader
Vertex shader to attach to this programgamnit :: GamnitProgramFromSource :: vertex_shader_source
Source code of the vertex shadergamnit :: GamnitProgramFromSource
Gamnit graphical program from the shaders source code
# Draw the camera point of view on screen
private class LightPointOfViewProgram
super GamnitProgramFromSource
redef var vertex_shader_source = """
// Vertex coordinates
attribute vec3 coord;
// Vertex coordinates on textures
attribute vec2 tex_coord;
// Output to the fragment shader
varying vec2 v_coord;
void main()
{
gl_Position = vec4(coord, 1.0);
v_coord = tex_coord;
}
""" @ glsl_vertex_shader
redef var fragment_shader_source = """
precision mediump float;
// Virtual screen texture / color attachment
uniform sampler2D texture0;
// Input from the vertex shader
varying vec2 v_coord;
void main()
{
gl_FragColor = texture2D(texture0, v_coord);
}
""" @ glsl_fragment_shader
# Vertices coordinates
var coord = attributes["coord"].as(AttributeVec3) is lazy
# Coordinates on the textures, per vertex
var tex_coord = attributes["tex_coord"].as(AttributeVec2) is lazy
# Visible texture
var texture = uniforms["texture0"].as(UniformSampler2D) is lazy
end
lib/gamnit/depth/shadow.nit:428,1--472,3