/// <summary> /// Compiles the actual code, we attach shaders /// </summary> public IShader End(FixedShaderParameters parameters) { Driver.IShaderBase b = compiler.End(); // We now terminate it. switch (stage) { case BindingStage.VertexShader: return(new VShader(parameters, (Driver.IVShader)b)); case BindingStage.PixelShader: return(new PShader(parameters, (Driver.IPShader)b)); case BindingStage.GeometryShader: default: throw new NotImplementedException(); } }