The initial values of the shader uniforms.
StaticCOMPUTE_Compute illumination uniforms
StaticCONSTANTSStaticCONTRASTContrast adjustment
StaticdefaultStaticEXPOSUREExposure adjustment
StaticFALLOFFIncorporate falloff if a attenuation uniform is requested
StaticforceHas this lighting shader a forced default color?
StaticFRAGMENT_Initialize fragment with common properties
StaticFRAGMENT_Shader final
Static AbstractFRAGMENT_Common functions used by the fragment shaders.
StaticFRAGMENT_Common uniforms shared by fragment shaders.
StaticfragmentThe raw fragment shader used by this class. A subclass of AbstractBaseShader must implement the fragmentShader static field.
StaticSATURATIONSaturation adjustment
StaticSHADER_Memory allocations for the Adaptive Background Shader
StaticSHADER_A mapping of available shader techniques
StaticSHADOWShadow adjustment
StaticSWITCH_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
StaticTRANSITIONTransition between bright and dim colors, if requested
StaticVERTEX_Common attributes for vertex shaders.
StaticVERTEX_Common varyings shared by vertex and fragment shaders.
Static AbstractVERTEX_Common functions used by the vertex shaders.
StaticVERTEX_Common uniforms for vertex shaders.
StaticvertexThe raw vertex shader used by this class. A subclass of AbstractBaseShader must implement the vertexShader static field.
Flag whether the darkness shader is currently required. Check vision modes requirements first, then if key uniforms are at their default values, we don't need to render the background container.
StaticADJUSTMENTSThe adjustments made into fragment shaders
StaticBACKGROUND_The coloration technique background shader fragment
StaticCOLORATION_The coloration technique coloration shader fragment
StaticILLUMINATION_The coloration technique illumination shader fragment
Reset the shader uniforms back to their initial values.
Protected_configureProtectedA one time initialization performed on creation.
Protected_preProtectedPerform operations which are required before binding the Shader to the Renderer.
The mesh display object linked to this shader.
The renderer
StaticcreateA factory method for creating the shader using its defined default values
StaticgetConstruct adaptive shader according to shader type
shader type to construct : coloration, illumination, background, etc.
the constructed shader adaptive block
Creates a gloomy ring of pure darkness.