This turned out to be quite simple thanks to the contributions of tve and what_nick in this thread: Support for GLSL Shader, which displays tiles correctly . In particular, I reused the GLSL class introduced by tve (in shader_support_051308.zip ) and changed the code for what_nick code.
DecoratedLayer, "" , ShadingDecorator, GLSL render:
public class DecoratedLayer implements Layer {
private final Layer _layer;
private final I_LayerDecorator _decorator;
public DecoratedLayer(Layer layer, I_LayerDecorator decorator) {
_layer = layer;
_decorator = decorator;
}
@Override
public void preRender(DrawContext dc) {
_decorator.preRender(dc, _layer);
}
@Override
public void render(DrawContext dc) {
_decorator.render(dc, _layer);
}
}
public class ShadingDecorator implements I_LayerDecorator {
private GLSL glsl;
private final File vertfile;
private final File fragfile;
public ShadingDecorator(final File vertexShaderFile,
final File fragmentShaderFile) {
vertfile = vertexShaderFile;
fragfile = fragmentShaderFile;
}
@Override
public void preRender(DrawContext dc, Layer layer) {
if (glsl == null) {
glsl = new GLSL(dc.getGL());
glsl.loadVertexShader(vertfile);
glsl.loadFragmentShader(fragfile);
}
layer.preRender(dc);
}
@Override
public void render(DrawContext dc, Layer layer) {
if (glsl != null) {
glsl.useShaders();
glsl.startShader();
GL gl = dc.getGL();
gl.glUniform1i(glsl.getUniformLocation("tile_image"), 0);
layer.render(dc);
glsl.endShader();
}
}
}
, , .