public RenderEffect(ProgramLoader pLoader, StaticImageLoader tLoader, string resource_folder_name, Resolution full_resolution)
 {
     _enabled              = true;
     _pLoader              = pLoader;
     _path_glsl_effect     = resource_folder_name;
     _tLoader              = tLoader;
     _path_static_textures = resource_folder_name;
     _resolution           = full_resolution;
     _resolution_half      = new Resolution(_resolution.W * 0.5f, _resolution.H * 0.5f);
 }
 public fx_gBuffer(ProgramLoader pLoader, StaticImageLoader tLoader, string glsl_effect_path, Resolution full_resolution)
     : base(pLoader, tLoader, glsl_effect_path, full_resolution)
 {
 }
Beispiel #3
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 public fx_Crosshair(ProgramLoader pLoader, StaticImageLoader tLoader, string resource_folder_name, Resolution full_resolution)
     : base(pLoader, tLoader, resource_folder_name, full_resolution)
 {
 }
 public fx_DepthOfField(ProgramLoader pLoader, StaticImageLoader tLoader, string resource_folder_name, Resolution full_resolution)
     : base(pLoader, tLoader, resource_folder_name, full_resolution)
 {
     _PPM = (float)Math.Sqrt((_resolution_half.W_2) + (_resolution_half.H_2)) / _sensor_width;
 }
Beispiel #5
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 public fx_Lens(ProgramLoader pLoader, StaticImageLoader tLoader, string resource_folder_name, Resolution full_resolution)
     : base(pLoader, tLoader, resource_folder_name, full_resolution)
 {
     _previous_lens_star_mod = Matrix3.Identity;
     _resolution_lens        = new Resolution(_resolution.W * _texture_scale, _resolution.H * _texture_scale);
 }