void initShaders() { deformableObjShader = new DeformablesShader("Shaders/objects.vert", "Shaders/objects.frag"); deformableObjShader.ShadowMap = shadowMap; instancedObjShader = new InstancedShader("Shaders/objInstanced.vert", "Shaders/objects.frag"); instancedObjShader.ShadowMap = shadowMap; //objShader.DiffuseTexture = heolienneTex; shaderSharedData = new UniformBufferObject <UBOSharedData> (BufferUsageHint.DynamicCopy); shaderSharedData.Datas.Color = new Vector4(0.8f, 0.8f, 0.8f, 1.0f); shaderSharedData.Datas.Shared.X = 1.0f; shaderSharedData.Datas.SetPass(ShadingPass.Normal); shaderSharedData.Bind(0); fogData = new UniformBufferObject <UBOFogData> ( UBOFogData.CreateUBOFogData(), BufferUsageHint.StaticCopy); fogData.Bind(1); material = new UniformBufferObject <UBOMaterialData> (BufferUsageHint.DynamicCopy); material.Bind(2); }
void initShaders() { deformableObjShader = new DeformablesShader ("Shaders/objects.vert", "Shaders/objects.frag"); deformableObjShader.ShadowMap = shadowMap; instancedObjShader = new InstancedShader ("Shaders/objInstanced.vert", "Shaders/objects.frag"); instancedObjShader.ShadowMap = shadowMap; //objShader.DiffuseTexture = heolienneTex; shaderSharedData = new UniformBufferObject<UBOSharedData> (BufferUsageHint.DynamicCopy); shaderSharedData.Datas.Color = new Vector4 (0.8f,0.8f,0.8f,1.0f); shaderSharedData.Datas.Shared.X = 1.0f; shaderSharedData.Datas.SetPass (ShadingPass.Normal); shaderSharedData.Bind (0); fogData = new UniformBufferObject<UBOFogData> ( UBOFogData.CreateUBOFogData (), BufferUsageHint.StaticCopy); fogData.Bind (1); material = new UniformBufferObject<UBOMaterialData> (BufferUsageHint.DynamicCopy); material.Bind (2); }