/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			BackgroundFill.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			BackgroundFill.gid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("RgbmImageRenderScale");
			BackgroundFill.sid0 = state.GetNameUniqueID("CubeRgbmSampler");
			BackgroundFill.tid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Graphics.TextureCube>("CubeRgbmTexture");
		}
		/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			Tutorial16.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			Tutorial16.gid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector4>("colour");
		}
		/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			RgbmDecode.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			RgbmDecode.cid0 = state.GetNameUniqueID("UseExposureTonemapping");
			RgbmDecode.cid1 = state.GetNameUniqueID("UseFilmApproxTonemapping");
			RgbmDecode.cid2 = state.GetNameUniqueID("UseGammaCorrection");
			RgbmDecode.cid3 = state.GetNameUniqueID("UseInverseOneTonemapping");
			RgbmDecode.gid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("BloomScaleThreshold");
			RgbmDecode.gid1 = state.GetGlobalUniqueID<float>("LensExposure");
			RgbmDecode.gid2 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("RgbmImageRenderScale");
			RgbmDecode.sid0 = state.GetNameUniqueID("BloomSampler");
			RgbmDecode.sid1 = state.GetNameUniqueID("InputSampler");
			RgbmDecode.tid0 = state.GetNameUniqueID("InputTexture");
			RgbmDecode.tid1 = state.GetNameUniqueID("BloomTexture");
		}
		/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			RgbmDecodeBloomPass.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			RgbmDecodeBloomPass.gid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("BloomScaleThreshold");
			RgbmDecodeBloomPass.gid1 = state.GetGlobalUniqueID<float>("LensExposure");
			RgbmDecodeBloomPass.gid2 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("RgbmImageRenderScale");
			RgbmDecodeBloomPass.sid0 = state.GetNameUniqueID("InputSampler");
			RgbmDecodeBloomPass.tid0 = state.GetNameUniqueID("InputTexture");
		}
Example #5
0
 /// <summary>Setup shader static values</summary><param name="state"/>
 private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
 {
     // set the graphics ID
     Character.gd = state.DeviceUniqueIndex;
     this.GraphicsID = state.DeviceUniqueIndex;
     Character.gid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Matrix>("ShadowMapProjection");
     Character.gid1 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector3>("AmbientDiffuseSpecularScale");
     Character.gid2 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector4[]>("EnvironmentSH");
     Character.gid3 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("RgbmImageRenderScale");
     Character.gid4 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("ShadowMapSize");
     Character.gid5 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector3>("SkinLightScatter");
     Character.gid6 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector3>("SunDirection");
     Character.gid7 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector4>("SunRgbIntensity");
     Character.gid8 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("SunSpecularPowerIntensity");
     Character.gid9 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector3>("UseAlbedoOcclusionShadow");
     Character.sid0 = state.GetNameUniqueID("AlbedoSampler");
     Character.sid1 = state.GetNameUniqueID("CubeRgbmSampler");
     Character.sid2 = state.GetNameUniqueID("NormalSampler");
     Character.sid3 = state.GetNameUniqueID("ShadowSampler");
     Character.sid4 = state.GetNameUniqueID("SofSampler");
     Character.tid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Graphics.TextureCube>("CubeRgbmTexture");
     Character.tid1 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Graphics.Texture2D>("ShadowTexture");
     Character.tid2 = state.GetNameUniqueID("SofTexture");
     Character.tid3 = state.GetNameUniqueID("AlbedoTexture");
     Character.tid4 = state.GetNameUniqueID("NormalTexture");
 }