18 bool PostProcessingShaderDesaturationImplementation::isSupported(
Renderer* renderer) {
33 "shader/" + shaderVersion +
"/postprocessing",
34 "desaturation_fragmentshader.frag",
42 "shader/" + shaderVersion +
"/postprocessing",
43 "desaturation_vertexshader.vert"
63 Engine::ShaderType::SHADERTYPE_POSTPROCESSING,
const ShaderParameter getShaderParameter(const string &shaderId, const string ¶meterName)
Returns shader parameter for given shader id and parameter name, if the value does not exist,...
static void registerShader(ShaderType type, const string &shaderId, const vector< Shader::ParameterDefaults > ¶meterDefaults={}, bool internal=false)
Register shader.
Shader parameter model class.
float getFloatValue() const
Post processing shader base implementation.
virtual void initialize() override
Initialize post processing shader.
Post processing shader desaturation implementation.
virtual void setShaderParameters(int contextIdx, Engine *engine) override
Set shader parameters.
virtual void initialize() override
Initialize post processing shader.
PostProcessingShaderDesaturationImplementation(Renderer *renderer)
Public constructor.
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.
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.