22 bool LightingShaderLightScatteringFoliageImplementation::isSupported(
Renderer* renderer) {
42 "shader/" + shaderVersion +
"/lighting/light_scattering",
43 "render_fragmentshader.frag",
51 "shader/" + shaderVersion +
"/lighting/light_scattering",
52 "render_vertexshader.vert",
54 FileSystem::getInstance()->getContentAsString(
55 "shader/" + shaderVersion +
"/functions",
56 "create_rotation_matrix.inc.glsl"
59 FileSystem::getInstance()->getContentAsString(
60 "shader/" + shaderVersion +
"/functions",
61 "create_translation_matrix.inc.glsl"
64 FileSystem::getInstance()->getContentAsString(
65 "shader/" + shaderVersion +
"/functions",
66 "create_foliage_transform_matrix.inc.glsl"
Lighting shader implementation.
virtual void initialize() override
Initialize renderer.
Lighting shader implementation.
LightingShaderLightScatteringFoliageImplementation(Renderer *renderer)
Public constructor.
virtual void initialize() override
Initialize renderer.
virtual void registerShader() override
Register shader.
virtual const string getId() override
int32_t uniformAmplitudeDefault
int32_t uniformAmplitudeMax
virtual void updateShaderParameters(Renderer *renderer, int contextIdx) override
Update shader parameters.
virtual int32_t loadShader(int32_t type, const string &pathName, const string &fileName, const string &definitions=string(), const string &functions=string())=0
Loads a shader.
int32_t SHADER_FRAGMENT_SHADER
int32_t SHADER_VERTEX_SHADER
virtual int32_t createProgram(int type)=0
Creates a shader program.
const EntityShaderParameters & getShaderParameters(int contextIdx)
Get shader parameters.
virtual void attachShaderToProgram(int32_t programId, int32_t shaderId)=0
Attaches a shader to a program.
virtual int32_t getProgramUniformLocation(int32_t programId, const string &name)=0
Returns location of given uniform variable.
virtual const string getShaderVersion()=0
virtual void setProgramUniformFloat(int contextIdx, int32_t uniformId, float value)=0
Set up a float uniform value.
File system singleton class.