static public CreateVector ( HlslType type, int size ) : |
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type | HlslType | |
size | int | |
return |
static VertexShader() { Input = new List <HlslSemantic>(); Output = new List <HlslSemantic>(); // Initialize input semantics Input.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 4), "BINORMAL", true)); Input.Add(new HlslSemantic(new HlslTypeDefinition(HlslType.Uint), "BLENDINDICES", true)); Input.Add(new HlslSemantic(new HlslTypeDefinition(HlslType.Float), "BLENDWEIGHT", true)); Input.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 4), "COLOR", true)); Input.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 4), "NORMAL", true)); Input.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 4), "POSITION", true)); Input.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 4), "POSITIONT", false)); Input.Add(new HlslSemantic(new HlslTypeDefinition(HlslType.Float), "PSIZE", true)); Input.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 4), "TANGENT", true)); Input.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 1), "TEXCOORD", true)); Input.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 2), "TEXCOORD", true)); Input.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 3), "TEXCOORD", true)); Input.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 4), "TEXCOORD", true)); // Initialize output semantics Output.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 4), "COLOR", true)); Output.Add(new HlslSemantic(new HlslTypeDefinition(HlslType.Float), "FOG", false)); Output.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 4), "POSITION", true)); Output.Add(new HlslSemantic(new HlslTypeDefinition(HlslType.Float), "PSIZE", false)); Output.Add(new HlslSemantic(new HlslTypeDefinition(HlslType.Float), "TESSFACTOR", true)); Output.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 1), "TEXCOORD", true)); Output.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 2), "TEXCOORD", true)); Output.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 3), "TEXCOORD", true)); Output.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 4), "TEXCOORD", true)); }
static PixelShader() { Input = new List <HlslSemantic>(); Output = new List <HlslSemantic>(); // Initialize input semantics Input.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 4), "COLOR", true)); Input.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 1), "TEXCOORD", true)); Input.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 2), "TEXCOORD", true)); Input.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 3), "TEXCOORD", true)); Input.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 4), "TEXCOORD", true)); Input.Add(new HlslSemantic(new HlslTypeDefinition(HlslType.Float), "VFACE", false)); Input.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 2), "VPOS", false)); // Initialize output semantics Output.Add(new HlslSemantic(HlslTypeDefinition.CreateVector(HlslType.Float, 4), "COLOR", true)); Output.Add(new HlslSemantic(new HlslTypeDefinition(HlslType.Float), "DEPTH", true)); }