public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context) { { #line 43 var __subMixin = new ShaderMixinSourceTree() { Name = "ParadoxGBufferShaderPass", Parent = mixin }; mixin.Children.Add(__subMixin); #line 43 context.BeginChild(__subMixin); #line 43 context.Mixin(__subMixin, "ParadoxGBufferShaderPass"); #line 43 context.EndChild(); } #line 47 context.RemoveMixin(mixin, "NormalVSStream"); #line 48 context.RemoveMixin(mixin, "SpecularPowerMap"); #line 49 context.RemoveMixin(mixin, "SpecularPowerPerMesh"); #line 52 context.Mixin(mixin, "NormalVSGBuffer"); #line 54 context.Mixin(mixin, "SpecularPowerGBuffer"); }
public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context) { context.Mixin(mixin, "XenkoBaseShader"); { var __subMixin = new ShaderMixinSourceTree() { Name = "XenkoGBufferShaderPass" }; context.BeginChild(__subMixin); context.Mixin(__subMixin, "XenkoGBufferShaderPass"); context.EndChild(); } }
public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context) { #line 188 context.Mixin(mixin, "PositionVSGBuffer"); #line 189 context.Mixin(mixin, "NormalVSGBuffer"); #line 190 context.Mixin(mixin, "BRDFDiffuseBase"); #line 191 context.Mixin(mixin, "BRDFSpecularBase"); { #line 192 var __subMixin = new ShaderMixinSourceTree() { Parent = mixin }; #line 192 context.Mixin(__subMixin, "ComputeBRDFColorFresnel"); mixin.Mixin.AddComposition("DiffuseColor", __subMixin.Mixin); } { #line 193 var __subMixin = new ShaderMixinSourceTree() { Parent = mixin }; #line 193 context.Mixin(__subMixin, "ComputeBRDFDiffuseLambert"); mixin.Mixin.AddComposition("DiffuseLighting", __subMixin.Mixin); } { #line 194 var __subMixin = new ShaderMixinSourceTree() { Parent = mixin }; #line 194 context.Mixin(__subMixin, "ComputeBRDFColor"); mixin.Mixin.AddComposition("SpecularColor", __subMixin.Mixin); } { #line 195 var __subMixin = new ShaderMixinSourceTree() { Parent = mixin }; #line 195 context.Mixin(__subMixin, "ParadoxDeferredSpecular"); mixin.Mixin.AddComposition("SpecularLighting", __subMixin.Mixin); } { #line 197 var __subMixin = new ShaderMixinSourceTree() { Name = "ParadoxShadowPrepassLighting", Parent = mixin }; mixin.Children.Add(__subMixin); #line 197 context.BeginChild(__subMixin); #line 197 context.Mixin(__subMixin, "ParadoxShadowPrepassLighting"); #line 197 context.EndChild(); } #line 199 context.Mixin(mixin, "DeferredLightingShader"); { #line 201 var __subMixin = new ShaderMixinSourceTree() { Name = "ParadoxDirectPrepassLighting", Parent = mixin }; mixin.Children.Add(__subMixin); #line 201 context.BeginChild(__subMixin); #line 201 context.Mixin(__subMixin, "ParadoxDirectPrepassLighting"); #line 201 context.EndChild(); } { #line 203 var __subMixin = new ShaderMixinSourceTree() { Name = "ParadoxSpotPrepassLighting", Parent = mixin }; mixin.Children.Add(__subMixin); #line 203 context.BeginChild(__subMixin); #line 203 context.Mixin(__subMixin, "ParadoxSpotPrepassLighting"); #line 203 context.EndChild(); } { #line 205 var __subMixin = new ShaderMixinSourceTree() { Name = "ParadoxPointPrepassLighting", Parent = mixin }; mixin.Children.Add(__subMixin); #line 205 context.BeginChild(__subMixin); #line 205 context.Mixin(__subMixin, "ParadoxPointPrepassLighting"); #line 205 context.EndChild(); } }