Flag whether the illumination shader is currently required.
The adjustments made into fragment shaders
The coloration technique coloration shader fragment
The coloration technique illumination shader fragment
The coloration technique background shader fragment
Determine the correct penalty to apply for a given darkness level and luminosity
The current darkness level on [0,1]
The light source luminosity on [-1,1]
The amount of penalty to apply on [0,1]
Construct adaptive shader according to shader type
shader type to construct : coloration, illumination, background, etc.
the constructed shader adaptive block
A factory method for creating the shader using its defined default values
The initial default values of shader uniforms
The raw fragment shader used by this class. A subclass of AbstractBaseShader must implement the fragmentShader static field.
Incorporate falloff if a attenuation uniform is requested
Memory allocations for the Adaptive Illumination Shader
The default uniform values for the shader. A subclass of AbstractBaseShader must implement the defaultUniforms static field.
The raw vertex shader used by this class. A subclass of AbstractBaseShader must implement the vertexShader static field.
Switch between an inner and outer color, by comparing distance from center to ratio Apply a strong gradient between the two areas if attenuation uniform is set to true
Transition between bright and dim colors, if requested
A mapping of available shader techniques
Roling mass illumination shader - intended primarily for darkness