public RenderEffect(ProgramLoader pLoader, StaticImageLoader tLoader, string resource_folder_name, Resolution full_resolution) { _enabled = true; _pLoader = pLoader; _path_glsl_effect = resource_folder_name; _tLoader = tLoader; _path_static_textures = resource_folder_name; _resolution = full_resolution; _resolution_half = new Resolution(_resolution.W * 0.5f, _resolution.H * 0.5f); }
public fx_gBuffer(ProgramLoader pLoader, StaticImageLoader tLoader, string glsl_effect_path, Resolution full_resolution) : base(pLoader, tLoader, glsl_effect_path, full_resolution) { }
public fx_Crosshair(ProgramLoader pLoader, StaticImageLoader tLoader, string resource_folder_name, Resolution full_resolution) : base(pLoader, tLoader, resource_folder_name, full_resolution) { }
public fx_DepthOfField(ProgramLoader pLoader, StaticImageLoader tLoader, string resource_folder_name, Resolution full_resolution) : base(pLoader, tLoader, resource_folder_name, full_resolution) { _PPM = (float)Math.Sqrt((_resolution_half.W_2) + (_resolution_half.H_2)) / _sensor_width; }
public fx_Lens(ProgramLoader pLoader, StaticImageLoader tLoader, string resource_folder_name, Resolution full_resolution) : base(pLoader, tLoader, resource_folder_name, full_resolution) { _previous_lens_star_mod = Matrix3.Identity; _resolution_lens = new Resolution(_resolution.W * _texture_scale, _resolution.H * _texture_scale); }