public void Render(Camera camera) { GL.UseProgram(shader.Program); GL.BindVertexArray(quadVao); GL.EnableVertexAttribArray(0); var uniformLocation = shader.GetUniformLocation("m_vTintColorSceneObject"); if (uniformLocation > -1) { GL.Uniform4(uniformLocation, Vector4.One); } uniformLocation = shader.GetUniformLocation("m_vTintColorDrawCall"); if (uniformLocation > -1) { GL.Uniform3(uniformLocation, Vector3.One); } material.Render(shader); GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4); material.PostRender(); GL.BindVertexArray(0); GL.UseProgram(0); }
public void Render(Camera camera, RenderPass renderPass) { GL.UseProgram(shader.Program); GL.BindVertexArray(quadVao); GL.EnableVertexAttribArray(0); var uniformLocation = shader.GetUniformLocation("m_vTintColorSceneObject"); if (uniformLocation > -1) { GL.Uniform4(uniformLocation, Vector4.One); } uniformLocation = shader.GetUniformLocation("m_vTintColorDrawCall"); if (uniformLocation > -1) { GL.Uniform3(uniformLocation, Vector3.One); } var identity = Matrix4.Identity; uniformLocation = shader.GetUniformLocation("uProjectionViewMatrix"); if (uniformLocation > -1) { GL.UniformMatrix4(uniformLocation, false, ref identity); } uniformLocation = shader.GetUniformLocation("transform"); if (uniformLocation > -1) { GL.UniformMatrix4(uniformLocation, false, ref identity); } material.Render(shader); GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4); material.PostRender(); GL.BindVertexArray(0); GL.UseProgram(0); }