public override void SetDeclarations(ref ShaderVariables shaderVars) { Matrix3 rot = new Matrix3(); rot.MakeFromRPY(_Rotation.x, _Rotation.y, _Rotation.z); mat3 glRot = rot.GetGLMat3(); shaderVars.Add("fracScale" + _Iteration, _Scale); shaderVars.Add("fracRot" + _Iteration, glRot); shaderVars.Add("fracMinRad" + _Iteration, (float)_MinRadius); }
public override void SetDeclarations(ref ShaderVariables shaderVars) { Matrix3 preRot = new Matrix3(); preRot.MakeFromRPY(_PreRotation.x, _PreRotation.y, _PreRotation.z); mat3 glPreRot = preRot.GetGLMat3(); Matrix3 postRot = new Matrix3(); postRot.MakeFromRPY(_PostRotation.x, _PostRotation.y, _PostRotation.z); mat3 glPostRot = postRot.GetGLMat3(); shaderVars.Add("fracScale" + _Iteration, (float)_Scale); shaderVars.Add("fracOffset" + _Iteration, _Offset); shaderVars.Add("fracPreRot" + _Iteration, glPreRot); shaderVars.Add("fracPostRot" + _Iteration, glPostRot); }