21 bool PostProcessingShaderVignetteImplementation::isSupported(
Renderer* renderer) {
36 "shader/" + shaderVersion +
"/postprocessing",
37 "vignette_fragmentshader.frag",
45 "shader/" + shaderVersion +
"/postprocessing",
46 "vignette_vertexshader.vert"
67 Engine::ShaderType::SHADERTYPE_POSTPROCESSING,
71 {
"borderColor",
ShaderParameter(
Color4(1.0f, 1.0f, 1.0f, 1.0f)),
ShaderParameter(
Color4(0.0f, 0.0f, 0.0f, 1.0f)),
ShaderParameter(
Color4(1.0f, 1.0f, 1.0f, 1.0f)),
ShaderParameter(
Color4(0.05f, 0.05f, 0.05f, 0.0f)) }
Color 4 definition class.
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.
const array< float, 3 > getColor3ValueArray() const
float getFloatValue() const
Post processing shader base implementation.
virtual void initialize() override
Initialize post processing shader.
Post processing shader vignette implementation.
virtual void setShaderParameters(int contextIdx, Engine *engine) override
Set shader parameters.
virtual void initialize() override
Initialize post processing shader.
PostProcessingShaderVignetteImplementation(Renderer *renderer)
Public constructor.
int32_t uniformBorderColor
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 void setProgramUniformFloatVec3(int contextIdx, int32_t uniformId, const array< float, 3 > &data)=0
Set up a float vec3 uniform value.
virtual const string getShaderVersion()=0
virtual void setProgramUniformFloat(int contextIdx, int32_t uniformId, float value)=0
Set up a float uniform value.
Vector3 class representing vector3 mathematical structure and operations with x, y,...