setup shader files
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16
android/assets/shaders/default_frag.glsl
Executable file
16
android/assets/shaders/default_frag.glsl
Executable file
@ -0,0 +1,16 @@
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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varying LOWP vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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void main()
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{
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gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
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}
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16
android/assets/shaders/default_vertex.glsl
Executable file
16
android/assets/shaders/default_vertex.glsl
Executable file
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attribute vec4 a_position;
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attribute vec4 a_color;
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attribute vec2 a_texCoord;
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uniform mat4 u_projTrans;
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varying vec4 v_color;
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varying vec2 v_texCoords;
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void main()
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{
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v_color = a_color;
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v_color.a = v_color.a * (256.0/255.0);
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v_texCoords = a_texCoord + 0;
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gl_Position = u_projTrans * a_position;
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}
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void main()
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{
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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}
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@ -18,6 +18,7 @@ import com.badlogic.gdx.graphics.g2d.ParticleEffect;
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import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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import com.badlogic.gdx.graphics.g2d.TextureAtlas;
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import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator;
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import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator;
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import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator.FreeTypeFontParameter;
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import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator.FreeTypeFontParameter;
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import com.badlogic.gdx.graphics.glutils.ShaderProgram;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.scenes.scene2d.ui.Button.ButtonStyle;
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import com.badlogic.gdx.scenes.scene2d.ui.Button.ButtonStyle;
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import com.badlogic.gdx.scenes.scene2d.ui.CheckBox.CheckBoxStyle;
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import com.badlogic.gdx.scenes.scene2d.ui.CheckBox.CheckBoxStyle;
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@ -50,6 +51,8 @@ public class Polyjet extends Game {
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TextureAtlas skinAtlas;
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TextureAtlas skinAtlas;
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private Preferences prefs;
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private Preferences prefs;
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public ShaderProgram defaultShader;
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@Override
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@Override
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public void create() {
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public void create() {
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Gdx.app.setLogLevel(Application.LOG_DEBUG);
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Gdx.app.setLogLevel(Application.LOG_DEBUG);
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@ -86,6 +89,7 @@ public class Polyjet extends Game {
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assetManager.setLoader(ParticleEffect.class, new ParticleEffectLoader(genericFileFinder));
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assetManager.setLoader(ParticleEffect.class, new ParticleEffectLoader(genericFileFinder));
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assetManager.setLoader(Sound.class, new SoundLoader(genericFileFinder));
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assetManager.setLoader(Sound.class, new SoundLoader(genericFileFinder));
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defaultShader = new ShaderProgram(Gdx.files.internal("shaders/default_vertex.glsl").readString(), Gdx.files.internal("shaders/default_frag.glsl").readString());
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default_fontGenerator = new FreeTypeFontGenerator(Gdx.files.internal("fonts/Gasalt-Regular.ttf"));
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default_fontGenerator = new FreeTypeFontGenerator(Gdx.files.internal("fonts/Gasalt-Regular.ttf"));
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darktech_ldr_fontGenerator = new FreeTypeFontGenerator(Gdx.files.internal("fonts/darktech_ldr.ttf"));
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darktech_ldr_fontGenerator = new FreeTypeFontGenerator(Gdx.files.internal("fonts/darktech_ldr.ttf"));
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@ -107,6 +107,7 @@ public class MainMenu extends ScreenAdapter implements TransitionAdapter {
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Gdx.gl.glClearColor(1f, 1f, 1f, 1f);
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Gdx.gl.glClearColor(1f, 1f, 1f, 1f);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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stage.act();
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stage.act();
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stage.draw();
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stage.draw();
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if (stage.getCamera().position.x != targetPosition.x || stage.getCamera().position.y != targetPosition.y) {
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if (stage.getCamera().position.x != targetPosition.x || stage.getCamera().position.y != targetPosition.y) {
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stage.getCamera().position.lerp(targetPosition, 0.25f);
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stage.getCamera().position.lerp(targetPosition, 0.25f);
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