/// <summary> /// Default constructor - used by <see cref="Quake3ShaderManager"/> (do not call directly) /// </summary> /// <param name="name">Shader name.</param> public Quake3Shader(string name) { this.name = name; deformFunc = ShaderDeformFunc.None; deformParams = new float[5]; cullMode = ManualCullingMode.Back; pass = new ShaderPassCollection(); }
public ShaderEntry(string name) { Name = name; Input = new ShaderEntryInputCollection(); Parameters = new ShaderVariableCollection(); Globals = new ShaderVariableCollection(); Passes = new ShaderPassCollection(); Fallback = null; }
public Shader(GraphicsDevice graphicsDevice, string name) : base(graphicsDevice) { Name = name; Version = 110; Fallback = null; Passes = new ShaderPassCollection(); Parameters = new ShaderParameterCollection(); Created = false; IsValid = false; }