internal static void InitializeShaders() { RendererStandard = new RendererStandard(); RendererTerrain = new RendererTerrain(); RendererShadow = new RendererShadow(); RendererShadowCubeMap = new RendererShadowCubeMap(); RendererShadowCubeMapQuad = new RendererShadowCubeMapQuad(); RendererShadowQuad = new RendererShadowQuad(); RendererBloomDownsample = new RendererBloomDownsample(); RendererBloomUpsample = new RendererBloomUpsample(); RendererBloomOld = new RendererBloomOld(); RendererExplosion = new RendererExplosion(); RendererBackground = new RendererBackground(); RendererSkybox = new RendererSkybox(); RendererParticle = new RendererParticle(); RendererHUD = new RendererHUD(); RendererMerge = new RendererMerge(); RendererSimple = new RendererSimple(); RendererSectors = new RendererTerrainSectors(); RendererLAV = new RendererLAV(); ShadowMapping.ShaderBlur.Init(); ShadowMapping.ShaderMoments.Init(); }
internal static void InitializeShaders() { Renderers.Add("Standard", new RendererStandard()); Renderers.Add("Shadow", new RendererShadow()); Renderers.Add("Bloom", new RendererBloom()); Renderers.Add("Explosion", new RendererExplosion()); Renderers.Add("Background", new RendererBackground()); Renderers.Add("Skybox", new RendererSkybox()); Renderers.Add("Particle", new RendererParticle()); Renderers.Add("Terrain", new RendererTerrain()); Renderers.Add("HUD", new RendererHUD()); Renderers.Add("Merge", new RendererMerge()); RendererSimple = new RendererSimple(); RendererPBR = new RendererStandardPBR(); }