// Path: core/src/main/java/com/threerings/jiggl/util/Color.java
// public class Color
// {
//     /** The red component of this color. Must be between 0 and 1f. */
//     public final Scalar red;
// 
//     /** The green component of this color. Must be between 0 and 1f. */
//     public final Scalar green;
// 
//     /** The blue component of this color. Must be between 0 and 1f. */
//     public final Scalar blue;
// 
//     /** The alpha component of this color. Must be between 0 and 1f. */
//     public final Scalar alpha;
// 
//     /**
//      * Creates a color with the specified red, green, blue and alpha components.
//      */
//     public Color (float red, float green, float blue, float alpha)
//     {
//         this.red = new Scalar(red);
//         this.green = new Scalar(green);
//         this.blue = new Scalar(blue);
//         this.alpha = new Scalar(alpha);
//     }
// 
//     /**
//      * Creates a color with the specified red, green, and blue components, with an alpha of 1.
//      */
//     public Color (float red, float green, float blue)
//     {
//         this(red, green, blue, 1f);
//     }
// 
//     /**
//      * Returns a float array suitable for binding to a vec4 shader variable.
//      */
//     public float[] toVec4fv ()
//     {
//         return new float[] { red.value, green.value, blue.value, alpha.value };
//     }
// }


import com.threerings.jiggl.util.Color;
//
// Jiggl WebGL - GWT + WebGL backend for 2D game framework
// http://github.com/threerings/jiggl/blob/master/LICENSE

package com.threerings.jiggl.view;


/**
 * Renders geometry with a color.
 */
public class ColorViz extends WGLViz
{
    public ColorViz (Geometry geom, Color color)
    {
        super(geom, new ColorShader());
        _color = color;
    }

    @Override // from WGLViz
    protected void bindUniforms (WGLRenderer wr)
    {
// Path: core/src/main/java/com/threerings/jiggl/util/Color.java
// public class Color
// {
//     /** The red component of this color. Must be between 0 and 1f. */
//     public final Scalar red;
// 
//     /** The green component of this color. Must be between 0 and 1f. */
//     public final Scalar green;
// 
//     /** The blue component of this color. Must be between 0 and 1f. */
//     public final Scalar blue;
// 
//     /** The alpha component of this color. Must be between 0 and 1f. */
//     public final Scalar alpha;
// 
//     /**
//      * Creates a color with the specified red, green, blue and alpha components.
//      */
//     public Color (float red, float green, float blue, float alpha)
//     {
//         this.red = new Scalar(red);
//         this.green = new Scalar(green);
//         this.blue = new Scalar(blue);
//         this.alpha = new Scalar(alpha);
//     }
// 
//     /**
//      * Creates a color with the specified red, green, and blue components, with an alpha of 1.
//      */
//     public Color (float red, float green, float blue)
//     {
//         this(red, green, blue, 1f);
//     }
// 
//     /**
//      * Returns a float array suitable for binding to a vec4 shader variable.
//      */
//     public float[] toVec4fv ()
//     {
//         return new float[] { red.value, green.value, blue.value, alpha.value };
//     }
// }


// Path: webgl/src/main/java/com/threerings/jiggl/view/ColorViz.java
import com.threerings.jiggl.util.Color;

//
// Jiggl WebGL - GWT + WebGL backend for 2D game framework
// http://github.com/threerings/jiggl/blob/master/LICENSE

package com.threerings.jiggl.view;


/**
 * Renders geometry with a color.
 */
public class ColorViz extends WGLViz
{
    public ColorViz (Geometry geom, Color color)
    {
        super(geom, new ColorShader());
        _color = color;
    }

    @Override // from WGLViz
    protected void bindUniforms (WGLRenderer wr)
    {
        super.bindUniforms(wr);