private void LoadShaders() { if (!done) { GaussianBlurTechnique = _resourceCache.GetTechnique(("GaussianBlur" + Radius)); done = true; } }
public void LoadContent() { reductionEffectTechnique = _resourceCache.GetTechnique("reductionEffect"); resolveShadowsEffectTechnique = _resourceCache.GetTechnique("resolveShadowsEffect"); //// BUFFER TYPES ARE VERY IMPORTANT HERE AND IT WILL BREAK IF YOU CHANGE THEM!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! HONK HONK //these work fine distortRT = new RenderImage("distortRT" + baseSize, baseSize, baseSize, ImageBufferFormats.BufferGR1616F); distancesRT = new RenderImage("distancesRT" + baseSize, baseSize, baseSize, ImageBufferFormats.BufferGR1616F); //these need the buffer format shadowMap = new RenderImage("shadowMap" + baseSize, 2, baseSize, ImageBufferFormats.BufferGR1616F); reductionRT = new RenderImage[reductionChainCount]; for (int i = 0; i < reductionChainCount; i++) { reductionRT[i] = new RenderImage("reductionRT" + i + baseSize, 2 << i, baseSize, ImageBufferFormats.BufferGR1616F); } shadowsRT = new RenderImage("shadowsRT" + baseSize, baseSize, baseSize, ImageBufferFormats.BufferRGB888A8); processedShadowsRT = new RenderImage("processedShadowsRT" + baseSize, baseSize, baseSize, ImageBufferFormats.BufferRGB888A8); }