Example #1
0
 public override void main()
 {
     gl_Position = vec4(in_Position, 1.0f);//projectionMatrix*viewMatrix*modelMatrix*new vec4()
     pass_UV     = in_UV;
 }
Example #2
0
 public override void main()
 {
     gl_Position = vec4(in_Position, 1.0f);//projectionMatrix*viewMatrix*modelMatrix*new vec4()
     pass_UV = in_UV;
 }
 protected vec4 texture(sampler2D texture, vec2 uv) { throw new NotNeedToImplementException(); }
Example #4
0
 internal vec3(vec2 xy, float z)
 {
     this.a0 = xy.x;
     this.a1 = xy.y;
     this.a2 = z;
 }
 protected vec4 vec4(vec2 v2, float v3, float v4) { throw new NotNeedToImplementException(); }
 protected vec4 vec4(float v1, float v2, vec2 v4) { throw new NotNeedToImplementException(); }
 protected vec3 vec3(float v1, vec2 v2) { throw new NotNeedToImplementException(); }
 protected vec2 vec2(vec2 v1) { throw new NotNeedToImplementException(); }
Example #9
0
        internal float dot(vec2 rhs)
        {
            var result = this.x * rhs.x + this.y * rhs.y;

            return(result);
        }
Example #10
0
 internal vec2(vec2 v)
 {
     this.a0 = v.x;
     this.a1 = v.y;
 }
Example #11
0
 internal mat2(vec2 a, vec2 b)
 {
     this.col0 = a;
     this.col1 = b;
 }