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## de.grogra.imp3d.glsl.material
Class GLSLRGBAShader

    java.lang.Object
      de.grogra.imp3d.glsl.utility.GLSLShader
          de.grogra.imp3d.glsl.utility.GLSLManagedShader
              de.grogra.imp3d.glsl.material.GLSLMaterial
                  de.grogra.imp3d.glsl.material.GLSLRGBAShader

All Implemented Interfaces:
  GLSLOpenGLObject

    public class GLSLRGBAShader

extends GLSLMaterial

Implementation of RGBAShader. Will share one glsl program for all shaders (using uniform values to change color)

Author:
  Konni Hartmann

Field Summary

Fields inherited from class de.grogra.imp3d.glsl.utility.GLSLManagedShader
`config`

Constructor Summary
`GLSLRGBAShader()`

Method Summary
`protected Result[]` | `getAllChannels(java.lang.Object sha)`
`GLSLManagedShader` | `getInstance()` For "hardcompiled" Shaders this method should return a new instance
`java.lang.Class` | `instanceFor()`
`boolean` | `isOpaque(java.lang.Object s)`
`boolean` | `needsRecompilation(java.lang.Object s)` Return false if Shader depends only on Uniforms
`void` | `setupDynamicUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, java.lang.Object data, int shaderNo)` Function that loads uniforms of the represented Shader.
`protected void` | `setupUniforms(javax.media.opengl.GL gl, GLSLDisplay disp, java.lang.Object s, int shaderProgramNumber)` Function that loads uniforms of the represented Shader.

Methods inherited from class de.grogra.imp3d.glsl.material.GLSLMaterial
`getFragmentShader, mayDiscard, setupShader`

Methods inherited from class de.grogra.imp3d.glsl.utility.GLSLManagedShader
`deleteShader, getConfig, getMaterial_stamp, setConfig, setMaterial_stamp`

Methods inherited from class de.grogra.imp3d.glsl.utility.GLSLShader
`activateShader, cleanup, getShaderProgramNumber, getVertexShader, printProgramInfoLog`

Methods inherited from class java.lang.Object
`clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait`

Constructor Detail

### GLSLRGBAShader

    public GLSLRGBAShader()

Method Detail

### getAllChannels

    protected Result[] getAllChannels(java.lang.Object sha)

  Specified by:
    `getAllChannels` in class `GLSLMaterial`

### getInstance

    public GLSLManagedShader getInstance()

  Description copied from class: `GLSLShader`
  For "hardcompiled" Shaders this method should return a new instance

  Overrides:
    `getInstance` in class `GLSLShader`
  Returns:

### instanceFor

    public java.lang.Class instanceFor()

  Overrides:
    `instanceFor` in class `GLSLShader`
  Returns:
    Class represented by this Shader

### isOpaque

    public boolean isOpaque(java.lang.Object s)

  Overrides:
    `isOpaque` in class `GLSLMaterial`

### needsRecompilation

    public boolean needsRecompilation(java.lang.Object s)

  Description copied from class: `GLSLShader`
  Return false if Shader depends only on Uniforms

  Overrides:
    `needsRecompilation` in class `GLSLShader`
  Returns:
    true, if Sourcecode needs to be regenerated and recompiled

### setupDynamicUniforms

    public void setupDynamicUniforms(javax.media.opengl.GL gl,
                                     GLSLDisplay disp,
                                     java.lang.Object data,
                                     int shaderNo)

  Description copied from class: `GLSLShader`
  Function that loads uniforms of the represented Shader.

  Overrides:
    `setupDynamicUniforms` in class `GLSLMaterial`
    `disp` - GLSLDisplay that tries using this shader
    `data` - The GroIMP-Shader-Object represented by this shader.

### setupUniforms

    protected void setupUniforms(javax.media.opengl.GL gl,
                                 GLSLDisplay disp,
                                 java.lang.Object s,
                                 int shaderProgramNumber)

  Description copied from class: `GLSLMaterial`
  Function that loads uniforms of the represented Shader. Called by `GLSLMaterial.setupShader(GL, GLSLDisplay, Object)`. Use this to add special uniforms instead of overloading `GLSLMaterial.setupShader(GL, GLSLDisplay, Object)`. Used by SideSwitchShader to initialize both shaders.

  Overrides:
    `setupUniforms` in class `GLSLMaterial`
    `disp` - GLSLDisplay that tries using this shader
    `s` - The GroIMP-Shader-Object represented by this shader.

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