Example #1
0
        protected override void InitShader()
        {
            m_shader        = PoolProxy.GetResource <ObtainShaderPool, ShaderAllocationPolicy <StaticEntityShader>, string, StaticEntityShader>(ProjectFolders.ShadersPath + "buildingVShader.glsl" + "," + ProjectFolders.ShadersPath + "buildingFShader.glsl");
            m_specialShader = PoolProxy.GetResource <ObtainShaderPool, ShaderAllocationPolicy <SpecialStaticEntityShader>, string, SpecialStaticEntityShader>(ProjectFolders.ShadersPath + "buildingSpecialVShader.glsl" + "," +
                                                                                                                                                              ProjectFolders.ShadersPath + "buildingSpecialFShader.glsl" + "," + ProjectFolders.ShadersPath + "buildingSpecialGShader.glsl");

            m_liteReflectionShader = PoolProxy.GetResource <ObtainShaderPool, ShaderAllocationPolicy <WaterReflectionEntityShader>, string, WaterReflectionEntityShader>(ProjectFolders.ShadersPath + "waterReflectionEntityVS.glsl" + "," +
                                                                                                                                                                         ProjectFolders.ShadersPath + "waterReflectionEntityFS.glsl");

            m_liteRefractionShader = PoolProxy.GetResource <ObtainShaderPool, ShaderAllocationPolicy <WaterRefractionEntityShader>, string, WaterRefractionEntityShader>(ProjectFolders.ShadersPath + "waterRefractionEntityVS.glsl" + "," +
                                                                                                                                                                         ProjectFolders.ShadersPath + "waterRefractionEntityFS.glsl");
        }
 protected override void InitShader()
 {
     m_shader = PoolProxy.GetResource <ObtainShaderPool, ShaderAllocationPolicy <MovableEntityShader>, string, MovableEntityShader>(ProjectFolders.ShadersPath + "movableEntityVS.glsl" + "," + ProjectFolders.ShadersPath + "movableEntityFS.glsl");
     m_liteReflectionShader = PoolProxy.GetResource <ObtainShaderPool, ShaderAllocationPolicy <WaterReflectionEntityShader>, string, WaterReflectionEntityShader>(ProjectFolders.ShadersPath + "waterReflectionEntityVS.glsl" + "," + ProjectFolders.ShadersPath + "waterReflectionEntityFS.glsl");
     m_liteRefractionShader = PoolProxy.GetResource <ObtainShaderPool, ShaderAllocationPolicy <WaterRefractionEntityShader>, string, WaterRefractionEntityShader>(ProjectFolders.ShadersPath + "waterRefractionEntityVS.glsl" + "," + ProjectFolders.ShadersPath + "waterRefractionEntityFS.glsl");
 }