Source:
public void initShaders() { defaultShaderProgram = prepareAndStoreShaderProgramInstance("default", new ShaderParametersDefault()); defaultTexturedShaderProgram = prepareAndStoreShaderProgramInstance("defaultTextured", new ShaderParametersDefault()); prepareAndStoreShaderProgramInstance("post", new ShaderParametersPost()); prepareAndStoreShaderProgramInstance("ssao", new ShaderParametersSSAO()); prepareAndStoreShaderProgramInstance("lightShafts", new ShaderParametersLightShafts()); prepareAndStoreShaderProgramInstance("sobel", new ShaderParametersSobel()); prepareAndStoreShaderProgramInstance("initialPost", new ShaderParametersInitialPost()); prepareAndStoreShaderProgramInstance("prePostComposite", new ShaderParametersPrePostComposite()); prepareAndStoreShaderProgramInstance("highp", new ShaderParametersDefault()); prepareAndStoreShaderProgramInstance("blur", new ShaderParametersDefault()); prepareAndStoreShaderProgramInstance("down", new ShaderParametersDefault()); prepareAndStoreShaderProgramInstance("hdr", new ShaderParametersHdr()); prepareAndStoreShaderProgramInstance("sky", new ShaderParametersSky()); prepareAndStoreShaderProgramInstance("chunk", new ShaderParametersChunk()); prepareAndStoreShaderProgramInstance("particle", new ShaderParametersParticle()); prepareAndStoreShaderProgramInstance("block", new ShaderParametersBlock()); prepareAndStoreShaderProgramInstance("shadowMap", new ShaderParametersShadowMap()); prepareAndStoreShaderProgramInstance("debug", new ShaderParametersDebug()); prepareAndStoreShaderProgramInstance("ocDistortion", new ShaderParametersOcDistortion()); prepareAndStoreShaderProgramInstance("lightBufferPass", new ShaderParametersLightBufferPass()); prepareAndStoreShaderProgramInstance("lightGeometryPass", new ShaderParametersLightGeometryPass()); prepareAndStoreShaderProgramInstance("simple", new ShaderParametersDefault()); prepareAndStoreShaderProgramInstance("ssaoBlur", new ShaderParametersDefault()); prepareAndStoreShaderProgramInstance("newParticle", new ShaderParametersNewParticle()); }

Target:
public void initShaders() { defaultShaderProgram = prepareAndStoreShaderProgramInstance("default", new ShaderParametersDefault()); defaultTexturedShaderProgram = prepareAndStoreShaderProgramInstance("defaultTextured", new ShaderParametersDefault()); prepareAndStoreShaderProgramInstance("post", new ShaderParametersPost()); prepareAndStoreShaderProgramInstance("ssao", new ShaderParametersSSAO()); prepareAndStoreShaderProgramInstance("lightShafts", new ShaderParametersLightShafts()); prepareAndStoreShaderProgramInstance("sobel", new ShaderParametersSobel()); prepareAndStoreShaderProgramInstance("initialPost", new ShaderParametersInitialPost()); prepareAndStoreShaderProgramInstance("prePostComposite", new ShaderParametersPrePostComposite()); prepareAndStoreShaderProgramInstance("highPass", new ShaderParametersDefault()); prepareAndStoreShaderProgramInstance("blur", new ShaderParametersDefault()); prepareAndStoreShaderProgramInstance("downSampler", new ShaderParametersDefault()); prepareAndStoreShaderProgramInstance("toneMapping", new ShaderParametersToneMapping()); prepareAndStoreShaderProgramInstance("sky", new ShaderParametersSky()); prepareAndStoreShaderProgramInstance("chunk", new ShaderParametersChunk()); prepareAndStoreShaderProgramInstance("particle", new ShaderParametersParticle()); prepareAndStoreShaderProgramInstance("block", new ShaderParametersBlock()); prepareAndStoreShaderProgramInstance("shadowMap", new ShaderParametersShadowMap()); prepareAndStoreShaderProgramInstance("debug", new ShaderParametersDebug()); prepareAndStoreShaderProgramInstance("ocDistortion", new ShaderParametersOcDistortion()); prepareAndStoreShaderProgramInstance("lightBufferPass", new ShaderParametersLightBufferPass()); prepareAndStoreShaderProgramInstance("lightGeometryPass", new ShaderParametersLightGeometryPass()); prepareAndStoreShaderProgramInstance("simple", new ShaderParametersDefault()); prepareAndStoreShaderProgramInstance("ssaoBlur", new ShaderParametersDefault()); }