public ShaderSource Generate(SkyboxGeneratorContext context)
        {
            // If the skybox is only used for lighting, don't generate a shader for the background
            if (context.Skybox.Usage == SkyboxUsage.Lighting)
            {
                return null;
            }

            var key = context.GetTextureKey(CubeMap, SkyboxKeys.CubeMap);
            return new ShaderClassSource("ComputeSkyboxCubeMapColor", key);
        }
Esempio n. 2
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        public ShaderSource Generate(SkyboxGeneratorContext context)
        {
            // If the skybox is only used for lighting, don't generate a shader for the background
            if (context.Skybox.Usage == SkyboxUsage.Lighting)
            {
                return(null);
            }

            var key = context.GetTextureKey(CubeMap, SkyboxKeys.CubeMap);

            return(new ShaderClassSource("ComputeSkyboxCubeMapColor", key));
        }
Esempio n. 3
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 public ShaderSource Generate(SkyboxGeneratorContext context)
 {
     var key = context.GetTextureKey(CubeMap, SkyboxKeys.CubeMap);
     return new ShaderClassSource("ComputeSkyboxCubeMapColor", key);
 }
Esempio n. 4
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        public ShaderSource Generate(SkyboxGeneratorContext context)
        {
            var key = context.GetTextureKey(CubeMap, SkyboxKeys.CubeMap);

            return(new ShaderClassSource("ComputeSkyboxCubeMapColor", key));
        }