Exemple #1
0
 public void setUniformValuesRadialBlur(Int32 frameTexture, Int32 bluredTexture, float exposure,
                                        float decay, float weight, float density, Int32 numSamples, Vector2 radialPosition)
 {
     u_brightPartsTexture.LoadUniform(bluredTexture);
     u_exposure.LoadUniform(exposure);
     u_decay.LoadUniform(decay);
     u_weight.LoadUniform(weight);
     u_density.LoadUniform(density);
     u_numSamples.LoadUniform(numSamples);
     u_radialPosition.LoadUniform(radialPosition);
 }
 public void setVerticalBlurUniforms(Int32 frameTexture, float[] weights, Int32[] pixOffset, Point screenRezolution)
 {
     u_frameTexture.LoadUniform(frameTexture);
     u_screenWidth.LoadUniform(screenRezolution.X);
     u_screenHeight.LoadUniform(screenRezolution.Y);
     for (Int32 i = 0; i < (weights.Length > BLUR_WIDTH ? BLUR_WIDTH : weights.Length); i++)
     {
         u_weights[i].LoadUniform(weights[i]);
         u_pixOffset[i].LoadUniform(pixOffset[i]);
     }
     u_blurWidth.LoadUniform(weights.Length);
     loadSubroutineIndex(ShaderType.FragmentShader, 1, this.s_VerticalBlur);
 }
 public void SetPreviousPostProcessResultSampler(Int32 prevPostProcessResultSampler)
 {
     if (PreviousPostProcessResult == PostProcessSubsequenceType_Inner.ApplyPreviousPostProcess)
     {
         u_previousPostProcessResultSampler.LoadUniform(prevPostProcessResultSampler);
     }
 }
 public void setUniformValues(ref Matrix4 ModelMatrix, Matrix4 ViewMatrix,
                              ref Matrix4 ProjectionMatrix)
 {
     u_modelMatrix.LoadUniform(ref ModelMatrix);
     u_viewMatrix.LoadUniform(ref ViewMatrix);
     u_projectionMatrix.LoadUniform(ref ProjectionMatrix);
 }
 public void setUniformValues(Matrix4 modelMatrix, Matrix4 viewMatrix,
                              Matrix4 projectionMatrix, Int32 lampTextureSamplerID)
 {
     u_modelMatrix.LoadUniform(ref modelMatrix);
     u_viewMatrix.LoadUniform(ref viewMatrix);
     u_projectionMatrix.LoadUniform(ref projectionMatrix);
     u_lampTexture.LoadUniform(lampTextureSamplerID);
 }
 public void SetTextureR(Int32 textureSamplerR, Int32 normalMapSamplerR, bool bEnableNM)
 {
     u_rTexture.LoadUniform(textureSamplerR);
     if (bEnableNM)
     {
         u_normalMapR.LoadUniform(normalMapSamplerR);
     }
     u_enableNMr.LoadUniform(bEnableNM);
 }
 public void SetTransformationMatrices(ref Matrix4 projectionMatrix, Matrix4 viewMatrix, ref Matrix4 modelMatrix)
 {
     viewMatrix[3, 0] = 0.0f;    //restrict x-translation
     viewMatrix[3, 1] = 0.0f;    //restrict y-translation
     viewMatrix[3, 2] = 0.0f;    //restrict z-translation
     u_modelMatrix.LoadUniform(ref modelMatrix);
     u_viewMatrix.LoadUniform(ref viewMatrix);
     u_projectionMatrix.LoadUniform(ref projectionMatrix);
 }
        public void SetTransformationMatrices(Matrix4 viewMatrix, Matrix4 projectionMatrix)
        {
            viewMatrix[3, 0] = 0.0f;
            viewMatrix[3, 1] = 0.0f;
            viewMatrix[3, 2] = 0.0f;

            u_viewMatrix.LoadUniform(ref viewMatrix);
            u_projectionMatrix.LoadUniform(ref projectionMatrix);
        }
 public void SetTextureBlack(Int32 textureSamplerBlack, Int32 normalMapSamplerBlack, bool bEnableNM)
 {
     u_backTexture.LoadUniform(textureSamplerBlack);
     if (bEnableNM)
     {
         u_normalMapBlack.LoadUniform(normalMapSamplerBlack);
     }
     u_enableNMblack.LoadUniform(bEnableNM);
 }
        public void setUniformValues(ref Matrix4 modelMatrix, Matrix4 viewMatrix, ref Matrix4 projectionMatrix,
                                     Vector3 cameraPosition, Int32 modelTexSampler, Int32 envMapSampler)
        {
            u_modelMatrix.LoadUniform(ref modelMatrix);

            u_viewMatrix.LoadUniform(ref viewMatrix);
            u_projectionMatrix.LoadUniform(ref projectionMatrix);
            u_cameraPosition.LoadUniform(ref cameraPosition);
            u_modelTexSampler.LoadUniform(modelTexSampler);
            u_envMapSampler.LoadUniform(envMapSampler);
        }
Exemple #11
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 public void setUniformValues(ref Matrix4 modelMatrix, Matrix4 viewMatrix, ref Matrix4 projectionMatrix,
                              DirectionalLight sun, Int32 sun1TexSampler, Int32 sun2TexSampler)
 {
     viewMatrix[3, 0] = 0.0f;
     viewMatrix[3, 1] = 0.0f;
     viewMatrix[3, 2] = 0.0f;
     u_modelMatrix.LoadUniform(ref modelMatrix);
     u_viewMatrix.LoadUniform(ref viewMatrix);
     u_projectionMatrix.LoadUniform(ref projectionMatrix);
     u_sunTexture1.LoadUniform(sun1TexSampler);
     u_sunTexture2.LoadUniform(sun2TexSampler);
     u_sunDirection.LoadUniform(sun.Direction);
 }
Exemple #12
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 public void SetUniformValues(Int32 textureHandler)
 {
     srcSampler.LoadUniform(textureHandler);
 }
Exemple #13
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 public void setTextureSampler(Int32 sampler)
 {
     u_plantTexture.LoadUniform(sampler);
 }
 public void SetTextureBlack(Int32 textureSamplerBlack)
 {
     u_backTexture.LoadUniform(textureSamplerBlack);
 }
 public void SetDirectionalLightShadowMap(Int32 shadowMapSampler)
 {
     u_directionalLightShadowMap.LoadUniform(shadowMapSampler);
 }
 public void setUniformValuesSimple(Int32 frameTexSampler)
 {
     u_frameTexture.LoadUniform(frameTexSampler);
     base.loadSubroutineIndex(ShaderType.FragmentShader, 1, this.s_lensSimple);
 }
 public void SetDiffuseMap(Int32 diffuseMapSampler)
 {
     u_entityTexture.LoadUniform(diffuseMapSampler);
 }
Exemple #18
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 public void setFrameSampler(Int32 frameSampler)
 {
     u_frameSampler.LoadUniform(frameSampler);
 }
 public void SetTransformatrionMatrices(Matrix4 worldMatrix, Matrix4 viewMatrix, Matrix4 projectionMatrix)
 {
     u_worldMatrix.LoadUniform(ref worldMatrix);
     u_viewMatrix.LoadUniform(ref viewMatrix);
     u_projectionMatrix.LoadUniform(ref projectionMatrix);
 }
 public void SetTexture(Int32 textureSampler)
 {
     u_texture.LoadUniform(textureSampler);
 }
 public void setDownsamplerUniforms(Int32 frameTexSampler)
 {
     u_blurTexture.LoadUniform(frameTexSampler);
     loadSubroutineIndex(ShaderType.FragmentShader, 1, subroutineDownsampling);
 }
 public void SetUniformVariables(ref Matrix4 projectionMatrix, Matrix4 viewMatrix, ref Matrix4 worldMatrix)
 {
     u_projectionMatrix.LoadUniform(ref projectionMatrix);
     u_viewMatrix.LoadUniform(ref viewMatrix);
     u_worldMatrix.LoadUniform(ref worldMatrix);
 }
Exemple #23
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 public void SetUiTextureSampler(Int32 uiTextureSampler)
 {
     u_uiTexture.LoadUniform(uiTextureSampler);
 }
Exemple #24
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 public void SetAlbedoTexture(Int32 textureSampler)
 {
     u_albedo.LoadUniform(textureSampler);
 }
Exemple #25
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 public void SetTransformationMatrices(ref Matrix4 viewMatrix, ref Matrix4 projectionMatrix)
 {
     u_viewMatrix.LoadUniform(ref viewMatrix);
     u_projectionMatrix.LoadUniform(ref projectionMatrix);
 }
Exemple #26
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 public void SetUniformValues(Matrix4 worldMatrix, Matrix4 shadowViewMatrix, Matrix4 shadowProjectionMatrix)
 {
     u_worldMatrix.LoadUniform(ref worldMatrix);
     u_shadowViewMatrix.LoadUniform(ref shadowViewMatrix);
     u_shadowProjectionMatrix.LoadUniform(ref shadowProjectionMatrix);
 }