コード例 #1
0
            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");
            }
コード例 #2
0
ファイル: CubemapEffect.cs プロジェクト: h78hy78yhoi8j/xenko
            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();
                }
            }
コード例 #3
0
            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();
                }
            }