gets a shader uniform for the name given . null if not found . concode_field_sep String programFilename concode_elem_sep List<Integer> shaderSamplerLocations concode_elem_sep int currentProgram concode_elem_sep boolean lastCull concode_elem_sep List<ShaderUniform> shaderUniforms concode_elem_sep boolean useFaceCulling concode_elem_sep List<Integer> attribLocations concode_elem_sep int program concode_elem_sep ShaderLoader vertexShaderLoader concode_elem_sep ShaderLoader fragmentShaderLoader concode_elem_sep boolean isDirty concode_elem_sep JsonBlendingMode blendingMode concode_elem_sep ShaderDefault DEFAULT_SHADER_UNIFORM concode_elem_sep Map<String,ShaderUniform> mappedShaderUniforms concode_elem_sep ShaderManager staticShaderManager concode_elem_sep List<String> attributes concode_elem_sep Logger LOGGER concode_elem_sep List<String> samplerNames concode_elem_sep Map<String,Object> shaderSamplers concode_elem_sep List<Integer> shaderUniformLocations concode_field_sep void useShader concode_elem_sep void addSamplerTexture concode_elem_sep ShaderLoader getVertexShaderLoader concode_elem_sep void deleteShader concode_elem_sep int getProgram concode_elem_sep void markDirty concode_elem_sep void parseUniform concode_elem_sep void setupUniforms concode_elem_sep void endShader concode_elem_sep ShaderUniform getShaderUniformOrDefault concode_elem_sep ShaderLoader getFragmentShaderLoader concode_elem_sep void parseSampler
ShaderUniform function ( String arg0 ) { return this . mappedShaderUniforms . containsKey ( arg0 ) ? ( ShaderUniform ) this . mappedShaderUniforms . get ( arg0 ) : null ; }