CreateVector() static public method

static public CreateVector ( HlslType type, int size ) : HlslTypeDefinition
type HlslType
size int
return HlslTypeDefinition
            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));
            }