Example #1
0
 public UIAbilityIconProgram( ) : base("ui_abilityicon.vert", "ui_abilityicon.frag")
 {
     mvpMatrixHandle         = new UniformMatrixHandle(glProgram, "u_mvpMatrix");
     baseTextureCoordsHandle = new AttributeHandle(glProgram, "a_baseTexcoord");
     ampTextureCoordsHandle  = new AttributeHandle(glProgram, "a_ampTexcoord");
     baseTextureHandle       = new TextureHandle(glProgram, "u_baseTexture");
     ampTextureHandle        = new TextureHandle(glProgram, "u_ampTexture");
 }
Example #2
0
 public ColorProgram( ) : base("color.vert", "color.frag")
 {
     mvpMatrixHandle = new UniformMatrixHandle(glProgram, "u_mvpmatrix");
     colorHandle     = new AttributeHandle(glProgram, "a_color");
 }
Example #3
0
 public ColorProgram( ) : base(Assets.GetVertexShader("color"), Assets.GetFragmentShader("color"))
 {
     mvpMatrixHandle = new UniformMatrixHandle(glProgram, "u_mvpmatrix");
     colorHandle     = new AttributeHandle(glProgram, "a_color");
 }
Example #4
0
 public MatrixProgram( ) : base("matrix.vert", "normal.frag")
 {
     mvpMatrixHandle = new UniformMatrixHandle(glProgram, "u_mvpmatrix");
 }
Example #5
0
 public MatrixProgram( ) : base(Assets.GetVertexShader("matrix"), Assets.GetFragmentShader("normal"))
 {
     mvpMatrixHandle = new UniformMatrixHandle(glProgram, "u_mvpmatrix");
 }
Example #6
0
 public LineProgram( ) : base("line.vert", "line.frag")
 {
     colorHandle     = new UniformVec4Handle(glProgram, "u_color");
     mvpmatrixHandle = new UniformMatrixHandle(glProgram, "u_mvpmatrix");
 }
Example #7
0
 public ParticleProgram() : base(Assets.GetVertexShader("particle"), Assets.GetFragmentShader("particle"))
 {
     sizeHandle   = new AttributeHandle(glProgram, "a_size");
     colorHandle  = new AttributeHandle(glProgram, "a_color");
     matrixHandle = new UniformMatrixHandle(glProgram, "u_mvpmatrix");
 }