public synchronized void bindShader ( GVRScene scene , boolean isMultiview ) { GVRRenderPass pass = mRenderPassList . get ( 0 ) ; GVRShaderId shader = pass . getMaterial ( ) . getShaderType ( ) ; GVRShader template = shader . getTemplate ( getGVRContext ( ) ) ; if ( template != null ) { template . bindShader ( getGVRContext ( ) , this , scene , isMultiview ) ; } for ( int i = 1 ; i < mRenderPassList . size ( ) ; ++ i ) { pass = mRenderPassList . get ( i ) ; shader = pass . getMaterial ( ) . getShaderType ( ) ; template = shader . getTemplate ( getGVRContext ( ) ) ; if ( template != null ) { template . bindShader ( getGVRContext ( ) , pass , scene , isMultiview ) ; } } }
Selects a specific vertex and fragment shader to use for rendering .