private bool OnReloadShaders() { var success = true; _shader?.Dispose(); _shader = (ShaderProgram)_mod.RegisterShader("deferredlighting", ref success); return(success); }
private bool ReloadShaders() { var success = true; for (var i = 0; i < _shaders.Length; ++i) { _shaders[i]?.Dispose(); _shaders[i] = null; } _shaders[(int)EnumSSRShaders.Liquid] = _mod.RegisterShader("ssrliquid", ref success); _shaders[(int)EnumSSRShaders.Opaque] = _mod.RegisterShader("ssropaque", ref success); ((ShaderProgram)_shaders[(int)EnumSSRShaders.Opaque]) .SetCustomSampler("terrainTexLinear", true); _shaders[(int)EnumSSRShaders.Transparent] = _mod.RegisterShader("ssrtransparent", ref success); _shaders[(int)EnumSSRShaders.Topsoil] = _mod.RegisterShader("ssrtopsoil", ref success); _shaders[(int)EnumSSRShaders.Out] = _mod.RegisterShader("ssrout", ref success); _shaders[(int)EnumSSRShaders.Caustics] = _mod.RegisterShader("ssrcausticsout", ref success); return(success); }