Client API. The Codename One framework your app is built on: this runs on the device, not in a backend.

public final class Liquid

  1. Object
  2. Liquid
Glowing and moving liquids, and the light water throws on what lies under it. Use with Material.Type.PBR; the glow is emissive, so add bloom for the full effect.

Fields

public static final String COLOR = "liqColor"VEC3 the cool colour: lava crust, slime, the floor under water.
public static final String GLOW = "liqGlow"VEC3 the hot colour: molten cracks, glow, caustic light.
public static final String INTENSITY = "liqIntensity"FLOAT how bright the glow is.
public static final String SCALE = "liqScale"FLOAT pattern repeats per world unit.
public static final String SURFACE = "liqSurface"FLOAT world height of the water surface, for caustics.

Methods

public static ShaderMaterial lava()Lava: dark cooling plates drifting over molten cracks that pulse.
public static ShaderMaterial toxic()Toxic sludge: glossy, slowly churning, with glowing bubbles that swell and pop.
public static ShaderMaterial caustics()Caustics: the dancing net of light under a water surface, added to whatever the mesh already looks like.

Inherited methods

Field details

COLOR

public static final String COLOR = "liqColor"
VEC3 the cool colour: lava crust, slime, the floor under water.

GLOW

public static final String GLOW = "liqGlow"
VEC3 the hot colour: molten cracks, glow, caustic light.

INTENSITY

public static final String INTENSITY = "liqIntensity"
FLOAT how bright the glow is.

SCALE

public static final String SCALE = "liqScale"
FLOAT pattern repeats per world unit.

SURFACE

public static final String SURFACE = "liqSurface"
FLOAT world height of the water surface, for caustics.

Method details

lava

public static ShaderMaterial lava()
Lava: dark cooling plates drifting over molten cracks that pulse.

Returns

a new shader material

toxic

public static ShaderMaterial toxic()
Toxic sludge: glossy, slowly churning, with glowing bubbles that swell and pop.

Returns

a new shader material

caustics

public static ShaderMaterial caustics()
Caustics: the dancing net of light under a water surface, added to whatever the mesh already looks like. Only below SURFACE, fading with depth. Put it on the sea bed, pool walls and anything sunk.

Returns

a new shader material