/// <summary> /// Initializes a fragment filter with the specified number of passes and resolution. /// </summary> protected FragmentFilter(int numPasses = 1, float resolution = 1.0f) { NumPasses = numPasses; Resolution = resolution; Mode = FragmentFilterMode.Replace; _passTextures = new List <Texture>(numPasses); _projMatrix = Matrix.Create(0, 0, 0, 0, 0, 0); _vertexData = new VertexData(4, true); _vertexData.Vertices[1].TexCoords.X = 1.0f; _vertexData.Vertices[2].TexCoords.Y = 1.0f; _vertexData.Vertices[3].TexCoords.X = 1.0f; _vertexData.Vertices[3].TexCoords.Y = 1.0f; _indexData[0] = 0; _indexData[1] = 1; _indexData[2] = 2; _indexData[3] = 1; _indexData[4] = 3; _indexData[5] = 2; CreatePrograms(); }
/// <summary> /// Initializes a fragment filter with the specified number of passes and resolution. /// </summary> protected FragmentFilter(int numPasses = 1, float resolution = 1.0f) { NumPasses = numPasses; Resolution = resolution; Mode = FragmentFilterMode.Replace; _passTextures = new List<Texture>(numPasses); _projMatrix = Matrix.Create(0, 0, 0, 0, 0, 0); _vertexData = new VertexData(4, true); _vertexData.Vertices[1].TexCoords.X = 1.0f; _vertexData.Vertices[2].TexCoords.Y = 1.0f; _vertexData.Vertices[3].TexCoords.X = 1.0f; _vertexData.Vertices[3].TexCoords.Y = 1.0f; _indexData[0] = 0; _indexData[1] = 1; _indexData[2] = 2; _indexData[3] = 1; _indexData[4] = 3; _indexData[5] = 2; CreatePrograms(); }