void Process() { GLTextuer2D i1 = null; GLTextuer2D i2 = null; if (Inputs[0].HasInput) { i1 = (GLTextuer2D)Inputs[0].Input.Data; } if (Inputs[1].HasInput) { i2 = (GLTextuer2D)Inputs[1].Input.Data; } if (!function.BuildShader()) { return; } CreateBufferIfNeeded(); processor.Shader = function.Shader; processor.Process(width, height, i1, i2, buffer); processor.Complete(); output.Data = buffer; output.Changed(); Updated(); }
void Process() { GLTextuer2D i1 = null; GLTextuer2D i2 = null; GLTextuer2D i3 = null; GLTextuer2D i4 = null; if (Inputs[0].HasInput) { i1 = (GLTextuer2D)Inputs[0].Reference.Data; } if (Inputs[1].HasInput) { i2 = (GLTextuer2D)Inputs[1].Reference.Data; } if (Inputs[2].HasInput) { i3 = (GLTextuer2D)Inputs[2].Reference.Data; } if (Inputs[3].HasInput) { i4 = (GLTextuer2D)Inputs[3].Reference.Data; } if (!shaderBuilt || function == null) { return; } CreateBufferIfNeeded(); buffer.Bind(); IGL.Primary.ClearTexImage(buffer.Id, (int)PixelFormat.Rgba, (int)PixelType.Float); GLTextuer2D.Unbind(); processor.Shader = function.Shader; processor.Process(function, width, height, i1, i2, i3, i4, buffer); processor.Complete(); output.Data = buffer; TriggerTextureChange(); }