Build shader expression DAG from object instances:
//--- Texture coordinate generators rShParam n_hv = new ShParabolic(GL_H0,GL_T,GL_S,GL_N); rShParam n_lv = new ShParabolic(GL_L0,GL_T,GL_S,GL_N); //--- Shader expression rShTexture n_a = new ShTexture(a,hv); rShTexture n_b = new ShTexture(a,lv); rShNode n_ab = new ShModulate(n_a,n_b); rShTexture n_C = new ShSignedTexture(c,hv); rShTexture n_D = new ShSignedTexture(d,lv); rShNode n_CD = new ShModulate(n_C,n_D); rShNode n_F = new ShAdd(n_ab,n_CD); rShNode n_f = new ShShift(n_F,3); rShNode n_E = new ShLighting(0); rShNode n_R = new ShModulate(n_f,n_E); //--- Compile shader shCompile(1,n_R); //--- Activate shader glShader(1);