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const GLuint | GetDiffuseDaySamplerId () const |
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const GLuint | GetDiffuseNightSamplerId () const |
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void | SetMVP (const Eegeo::m44 &mvp) const |
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void | SetColor (const Eegeo::v4 &color) const |
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void | SetColorLerpValue (float colorLerpValue) const |
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void | SetTextureLerpValue (float textureLerpValue) const |
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void | Use (Eegeo::Rendering::GLState &glState) const |
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u32 | GetId () const |
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GLuint | GetUniformLocation (const std::string &uniformName) const |
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const
VertexLayouts::VertexAttribs & | GetVertexAttributes () const |
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| BlueSphereShader (const Eegeo::Rendering::TShaderId shaderId, const std::string &vertexShaderCode, const std::string &fragmentShaderCode) |
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| Shader (const TShaderId shaderId) |
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void | CompileProgram (const std::string &vertexShaderCode, const std::string &fragmentShaderCode) |
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void | UseProgram (Rendering::GLState &glState) const |
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void | SetUniformFloat (const float value, GLuint uniformLocation) const |
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void | SetUniformM44 (const m44 &matrix, GLuint uniformLocation, bool transpose) const |
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void | SetUniformV2 (const v2 &vec, GLuint uniformLocation) const |
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void | SetUniformV3 (const v3 &vec, GLuint uniformLocation) const |
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void | SetUniformV4 (const v4 &vec, GLuint uniformLocation) const |
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void | SetUniformTextureSampler (Rendering::GLState &glState, GLuint samplerId, GLuint uniformLocation) const |
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void | SetUniformBool (const bool value, GLuint uniformLocation) const |
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void | SetUniformV4v (const v4 *vec, GLsizei count, GLuint uniformLocation) const |
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| NonCopyable (const NonCopyable &)=delete |
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NonCopyable & | operator= (const NonCopyable &)=delete |
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The documentation for this class was generated from the following file: