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August 29, 2015 14:24
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Modified ligth shader
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rayHandler = new RayHandler(world); | |
rayHandler.setAmbientLight(0f, 0f, 0f, 0.5f); | |
rayHandler.setBlurNum(0); | |
rayHandler.setLightShader(createStepLightShader()); | |
private ShaderProgram createStepLightShader () { | |
final String vertexShader = | |
"attribute vec4 vertex_positions;\n" // | |
+ "attribute vec4 quad_colors;\n" // | |
+ "attribute float s;\n" | |
+ "uniform mat4 u_projTrans;\n" // | |
+ "varying vec4 v_color;\n" // | |
+ "varying float v_s;\n" // | |
+ "void main()\n" // | |
+ "{\n" // | |
+ " v_color = quad_colors;\n" | |
+ " v_s = s;" | |
+ " gl_Position = u_projTrans * vertex_positions;\n" // | |
+ "}\n"; | |
final String fragmentShader = "#ifdef GL_ES\n" // | |
+ "precision lowp float;\n" // | |
+ "#define MED mediump\n" | |
+ "#else\n" | |
+ "#define MED \n" | |
+ "#endif\n" // | |
+ "varying vec4 v_color;\n" // | |
+ "varying float v_s;\n" // | |
+ "void main()\n"// | |
+ "{\n" // | |
+ " float a = 0.75 + step(0.25, v_s) * .25;\n" | |
+ " gl_FragColor = vec4(v_color.rgb, a);\n" // | |
+ "}"; | |
ShaderProgram.pedantic = false; | |
ShaderProgram lightShader = new ShaderProgram(vertexShader, | |
fragmentShader); | |
if (!lightShader.isCompiled()) { | |
Gdx.app.log("ERROR", lightShader.getLog()); | |
} | |
return lightShader; | |
} |
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