com.badlogic.gdx.tests.g3d.shaders.MultiPassShader Maven / Gradle / Ivy
The newest version!
/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.tests.g3d.shaders;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.g3d.Renderable;
import com.badlogic.gdx.graphics.g3d.shaders.DefaultShader;
public class MultiPassShader extends DefaultShader {
public static int passes = 10;
protected final int u_pass = register(new Uniform("u_pass"));
public MultiPassShader (final Renderable renderable, final Config config) {
super(renderable, config);
}
@Override
public void render (Renderable renderable) {
set(u_pass, 0f);
super.render(renderable);
context.setDepthTest(GL20.GL_LESS);
if (has(u_pass)) {
context.setBlending(true, GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
for (int i = 1; i < passes; ++i) {
set(u_pass, (float)i / (float)passes);
renderable.meshPart.render(program, false);
}
}
}
}