public static void Compile()
        {
            if (iscompiled)
            {
                return;
            }
            iscompiled = true;
            ShaderVariables.Log("Compiling Basic_Skinned");
            string vertsrc;
            string fragsrc;

            vertsrc      = ShCompHelper.FromArray(vertex_bytes);
            fragsrc      = ShCompHelper.FromArray(fragment_bytes);
            variants     = new ShaderVariables[16];
            variants[0]  = ShaderVariables.Compile(vertsrc, fragsrc, "");
            variants[1]  = ShaderVariables.Compile(vertsrc, fragsrc, "\n#define ALPHATEST_ENABLED\n#line 1\n");
            variants[2]  = ShaderVariables.Compile(vertsrc, fragsrc, "\n#define VERTEX_LIGHTING\n#line 1\n");
            variants[3]  = ShaderVariables.Compile(vertsrc, fragsrc, "\n#define ALPHATEST_ENABLED\n#define VERTEX_LIGHTING\n#line 1\n");
            variants[4]  = ShaderVariables.Compile(vertsrc, fragsrc, "\n#define ET_ENABLED\n#line 1\n");
            variants[5]  = ShaderVariables.Compile(vertsrc, fragsrc, "\n#define ALPHATEST_ENABLED\n#define ET_ENABLED\n#line 1\n");
            variants[6]  = ShaderVariables.Compile(vertsrc, fragsrc, "\n#define VERTEX_LIGHTING\n#define ET_ENABLED\n#line 1\n");
            variants[7]  = ShaderVariables.Compile(vertsrc, fragsrc, "\n#define ALPHATEST_ENABLED\n#define VERTEX_LIGHTING\n#define ET_ENABLED\n#line 1\n");
            variants[8]  = ShaderVariables.Compile(vertsrc, fragsrc, "\n#define FADE_ENABLED\n#line 1\n");
            variants[9]  = ShaderVariables.Compile(vertsrc, fragsrc, "\n#define ALPHATEST_ENABLED\n#define FADE_ENABLED\n#line 1\n");
            variants[10] = ShaderVariables.Compile(vertsrc, fragsrc, "\n#define VERTEX_LIGHTING\n#define FADE_ENABLED\n#line 1\n");
            variants[11] = ShaderVariables.Compile(vertsrc, fragsrc, "\n#define ALPHATEST_ENABLED\n#define VERTEX_LIGHTING\n#define FADE_ENABLED\n#line 1\n");
            variants[12] = ShaderVariables.Compile(vertsrc, fragsrc, "\n#define ET_ENABLED\n#define FADE_ENABLED\n#line 1\n");
            variants[13] = ShaderVariables.Compile(vertsrc, fragsrc, "\n#define ALPHATEST_ENABLED\n#define ET_ENABLED\n#define FADE_ENABLED\n#line 1\n");
            variants[14] = ShaderVariables.Compile(vertsrc, fragsrc, "\n#define VERTEX_LIGHTING\n#define ET_ENABLED\n#define FADE_ENABLED\n#line 1\n");
            variants[15] = ShaderVariables.Compile(vertsrc, fragsrc, "\n#define ALPHATEST_ENABLED\n#define VERTEX_LIGHTING\n#define ET_ENABLED\n#define FAD" +
                                                   "E_ENABLED\n#line 1\n");
        }
        public static void Compile()
        {
            if (iscompiled)
            {
                return;
            }
            iscompiled = true;
            ShaderVariables.Log("Compiling NebulaExtPuff");
            string vertsrc;
            string fragsrc;

            vertsrc     = ShCompHelper.FromArray(vertex_bytes);
            fragsrc     = ShCompHelper.FromArray(fragment_bytes);
            variants    = new ShaderVariables[1];
            variants[0] = ShaderVariables.Compile(vertsrc, fragsrc, "");
        }
Exemple #3
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        public static void Compile()
        {
            if (iscompiled)
            {
                return;
            }
            iscompiled = true;
            ShaderVariables.Log("Compiling DetailMap2Dm1Msk2PassMaterial");
            string vertsrc;
            string fragsrc;

            vertsrc     = ShCompHelper.FromArray(vertex_bytes);
            fragsrc     = ShCompHelper.FromArray(fragment_bytes);
            variants    = new ShaderVariables[1];
            variants[0] = ShaderVariables.Compile(vertsrc, fragsrc, "");
        }
Exemple #4
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        public static void Compile()
        {
            if (iscompiled)
            {
                return;
            }
            iscompiled = true;
            ShaderVariables.Log("Compiling Masked2DetailMapMaterial");
            string vertsrc;
            string fragsrc;

            vertsrc     = ShCompHelper.FromArray(vertex_bytes);
            fragsrc     = ShCompHelper.FromArray(fragment_bytes);
            variants    = new ShaderVariables[2];
            variants[0] = ShaderVariables.Compile(vertsrc, fragsrc, "");
            variants[1] = ShaderVariables.Compile(vertsrc, fragsrc, "\n#define VERTEX_LIGHTING\n#line 1\n");
        }