コード例 #1
0
            public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
            {
                var directLightGroups = context.GetParam(LightingKeys.DirectLightGroups);
                if (directLightGroups != null)
                {
                    foreach(var directLightGroup in directLightGroups)

                    {

                        {
                            var __mixinToCompose__ = (directLightGroup);
                            var __subMixin = new ShaderMixinSource();
                            context.PushCompositionArray(mixin, "directLightGroups", __subMixin);
                            context.Mixin(__subMixin, __mixinToCompose__);
                            context.PopComposition();
                        }
                    }
                }
                var environmentLights = context.GetParam(LightingKeys.EnvironmentLights);
                if (environmentLights != null)
                {
                    foreach(var environmentLight in environmentLights)

                    {

                        {
                            var __mixinToCompose__ = (environmentLight);
                            var __subMixin = new ShaderMixinSource();
                            context.PushCompositionArray(mixin, "environmentLights", __subMixin);
                            context.Mixin(__subMixin, __mixinToCompose__);
                            context.PopComposition();
                        }
                    }
                }
            }
コード例 #2
0
            public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
            {
                context.Mixin(mixin, "A");
                context.Mixin(mixin, "B");
                if (context.GetParam(TestParameters.param1))
                {
                    context.Mixin(mixin, "C");
                    mixin.AddMacro("param2", context.GetParam(TestParameters.param2));

                    {
                        var __mixinToCompose__ = "X";
                        var __subMixin = new ShaderMixinSource();
                        context.PushComposition(mixin, "x", __subMixin);
                        context.Mixin(__subMixin, __mixinToCompose__);
                        context.PopComposition();
                    }
                }
                else
                {
                    context.Mixin(mixin, "D");
                    mixin.AddMacro("Test", context.GetParam(TestParameters.param3));

                    {
                        var __mixinToCompose__ = "Y";
                        var __subMixin = new ShaderMixinSource();
                        context.PushComposition(mixin, "y", __subMixin);
                        context.Mixin(__subMixin, __mixinToCompose__);
                        context.PopComposition();
                    }
                }
            }
コード例 #3
0
            public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
            {
                context.Mixin(mixin, "LightSkyboxShader");
                if (context.GetParam(LightSkyboxShaderKeys.LightDiffuseColor) != null)
                {

                    {
                        var __mixinToCompose__ = context.GetParam(LightSkyboxShaderKeys.LightDiffuseColor);
                        var __subMixin = new ShaderMixinSource();
                        context.PushComposition(mixin, "lightDiffuseColor", __subMixin);
                        context.Mixin(__subMixin, __mixinToCompose__);
                        context.PopComposition();
                    }
                }
                if (context.GetParam(LightSkyboxShaderKeys.LightSpecularColor) != null)
                {

                    {
                        var __mixinToCompose__ = context.GetParam(LightSkyboxShaderKeys.LightSpecularColor);
                        var __subMixin = new ShaderMixinSource();
                        context.PushComposition(mixin, "lightSpecularColor", __subMixin);
                        context.Mixin(__subMixin, __mixinToCompose__);
                        context.PopComposition();
                    }
                }
            }
コード例 #4
0
            public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
            {
                context.Mixin(mixin, "A");
                context.Mixin(mixin, "B");
                context.Mixin(mixin, "C");
                int x = 1;
                foreach(var ____1 in context.GetParam(TestParameters.subParameters))

                {
                    context.PushParameters(____1);
                    if (context.GetParam(SubParameters.param1))
                    {
                        context.Mixin(mixin, "C" + x);
                    }
                    x++;
                    context.PopParameters();
                }

                {
                    context.PushParameters(context.GetParam(TestParameters.subParam1));
                    if (context.GetParam(SubParameters.param2) == 1)
                    {
                        context.Mixin(mixin, "D");
                    }
                    context.PopParameters();
                }
            }
コード例 #5
0
            public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
            {
                context.Mixin(mixin, "ParticleBaseEffect");
                context.Mixin(mixin, "ParticleCustomShader");
                if (context.GetParam(ParticleCustomShaderKeys.BaseColor) != null)
                {

                    {
                        var __mixinToCompose__ = context.GetParam(ParticleCustomShaderKeys.BaseColor);
                        var __subMixin = new ShaderMixinSource();
                        context.PushComposition(mixin, "baseColor", __subMixin);
                        context.Mixin(__subMixin, __mixinToCompose__);
                        context.PopComposition();
                    }
                }
                if (context.GetParam(ParticleCustomShaderKeys.BaseIntensity) != null)
                {

                    {
                        var __mixinToCompose__ = context.GetParam(ParticleCustomShaderKeys.BaseIntensity);
                        var __subMixin = new ShaderMixinSource();
                        context.PushComposition(mixin, "baseIntensity", __subMixin);
                        context.Mixin(__subMixin, __mixinToCompose__);
                        context.PopComposition();
                    }
                }
            }
コード例 #6
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     mixin.AddMacro("ThreadNumberX", context.GetParam(ComputeEffectShaderKeys.ThreadNumbers).X);
     mixin.AddMacro("ThreadNumberY", context.GetParam(ComputeEffectShaderKeys.ThreadNumbers).Y);
     mixin.AddMacro("ThreadNumberZ", context.GetParam(ComputeEffectShaderKeys.ThreadNumbers).Z);
     context.Mixin(mixin, "ComputeShaderBase");
     context.Mixin(mixin, context.GetParam(ComputeEffectShaderKeys.ComputeShaderName));
 }
コード例 #7
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "ParadoxForwardShadingEffect");
     if (context.GetParam(GameParameters.EnableOnflyTextureUVChange))
         context.Mixin(mixin, "TransformationTextureUV");
     if (context.GetParam(GameParameters.EnableBend))
         context.Mixin(mixin, "TransformationBendWorld");
     if (context.GetParam(GameParameters.EnableFog))
         context.Mixin(mixin, "FogEffect");
 }
コード例 #8
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     if (context.GetParam(ColorTransformKeys.Enabled))
     {
         context.Mixin(mixin, context.GetParam(ColorTransformKeys.Shader), context.GetParam(ColorTransformKeys.GenericArguments));
     }
     else
     {
         context.Mixin(mixin, "ColorTransformShader");
     }
 }
コード例 #9
0
ファイル: ToneMapEffect.cs プロジェクト: h78hy78yhoi8j/xenko
            public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
            {
                context.Mixin(mixin, "ToneMapShader", context.GetParam(ToneMapKeys.AutoKey), context.GetParam(ToneMapKeys.AutoExposure));

                {
                    var __mixinToCompose__ = context.GetParam(ColorTransformKeys.Shader);
                    var __subMixin = new ShaderMixinSource();
                    context.PushComposition(mixin, "ToneMapOperator", __subMixin);
                    context.Mixin(__subMixin, __mixinToCompose__);
                    context.PopComposition();
                }
            }
コード例 #10
0
            public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
            {
                #line 23
                context.Mixin(mixin, "A");

                #line 24
                context.Mixin(mixin, "B");

                #line 25
                context.Mixin(mixin, "C");

                #line 27

                #line 27
                int x = 1;

                #line 28
                foreach (var ____1 in context.GetParam(TestParameters.subParameters))

                {
                    #line 28
                    context.PushParameters(____1);

                    #line 30
                    if (context.GetParam(SubParameters.param1))
                    {
                        #line 32
                        context.Mixin(mixin, "C" + x);
                    }

                    #line 35
                    x++;

                    #line 28
                    context.PopParameters();
                }

                {
                    #line 38
                    context.PushParameters(context.GetParam(TestParameters.subParam1));

                    #line 41
                    if (context.GetParam(SubParameters.param2) == 1)
                    {
                        #line 43
                        context.Mixin(mixin, "D");
                    }

                    #line 38
                    context.PopParameters();
                }
            }
コード例 #11
0
            public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
            {
                context.Mixin(mixin, "StrideEffectBase");
                ShaderSource extensionPixelStageSurfaceShaders = context.GetParam(MaterialKeys.PixelStageSurfaceShaders);

                if (extensionPixelStageSurfaceShaders != null)
                {
                    context.Mixin(mixin, "MaterialSurfacePixelStageCompositor");

                    {
                        var __mixinToCompose__ = (extensionPixelStageSurfaceShaders);
                        var __subMixin         = new ShaderMixinSource();
                        context.PushComposition(mixin, "materialPixelStage", __subMixin);
                        context.Mixin(__subMixin, __mixinToCompose__);
                        context.PopComposition();
                    }

                    {
                        var __mixinToCompose__ = context.GetParam(MaterialKeys.PixelStageStreamInitializer);
                        var __subMixin         = new ShaderMixinSource();
                        context.PushComposition(mixin, "streamInitializerPixelStage", __subMixin);
                        context.Mixin(__subMixin, __mixinToCompose__);
                        context.PopComposition();
                    }
                    ShaderSource extensionPixelStageSurfaceFilter = context.GetParam(MaterialKeys.PixelStageSurfaceFilter);
                    if (extensionPixelStageSurfaceFilter != null)
                    {
                        context.Mixin(mixin, (extensionPixelStageSurfaceFilter));
                    }
                    if (context.ChildEffectName == "GBuffer")
                    {
                        context.Mixin(mixin, "GBuffer");
                        return;
                    }
                }
                context.Mixin(mixin, "StrideLighting");
                if (context.ChildEffectName == "ShadowMapCaster")
                {
                    context.Mixin(mixin, "ShadowMapCaster");
                    return;
                }
                if (context.ChildEffectName == "ShadowMapCasterParaboloid")
                {
                    context.Mixin(mixin, "ShadowMapCasterParaboloid");
                    return;
                }
                if (context.ChildEffectName == "ShadowMapCasterCubeMap")
                {
                    context.Mixin(mixin, "ShadowMapCasterCubeMap");
                    return;
                }
            }
コード例 #12
0
            public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
            {
                #line 16
                context.Mixin(mixin, "A");

                #line 17
                context.Mixin(mixin, "B");

                #line 20
                if (context.GetParam(TestParameters.param1))
                {
                    #line 23
                    context.Mixin(mixin, "C");

                    #line 26
                    mixin.Mixin.AddMacro("param2", context.GetParam(TestParameters.param2));

                    {
                        #line 29
                        var __subMixin = new ShaderMixinSourceTree()
                        {
                            Parent = mixin
                        };

                        #line 29
                        context.Mixin(__subMixin, "X");
                        mixin.Mixin.AddComposition("x", __subMixin.Mixin);
                    }
                }

                #line 32
                else
                {
                    #line 33
                    context.Mixin(mixin, "D");

                    #line 34
                    mixin.Mixin.AddMacro("Test", context.GetParam(TestParameters.param3));

                    {
                        #line 35
                        var __subMixin = new ShaderMixinSourceTree()
                        {
                            Parent = mixin
                        };

                        #line 35
                        context.Mixin(__subMixin, "Y");
                        mixin.Mixin.AddComposition("y", __subMixin.Mixin);
                    }
                }
            }
コード例 #13
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "A");
     if (context.GetParam(TestParameters.TestCount) == 0)
         context.Mixin(mixin, "B");
     if (context.ChildEffectName == "ChildParamsMixin")
     {
         context.Mixin(mixin, "ChildParamsMixin");
         return;
     }
     if (context.GetParam(TestParameters.TestCount) == 0)
         context.Mixin(mixin, "C");
 }
コード例 #14
0
ファイル: SkyboxEffect.cs プロジェクト: rohitshe/Code
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "SkyboxShader");
     if (context.GetParam(SkyboxKeys.Shader) != null)
     {
         {
             var __mixinToCompose__ = context.GetParam(SkyboxKeys.Shader);
             var __subMixin         = new ShaderMixinSource();
             context.PushComposition(mixin, "skyboxColor", __subMixin);
             context.Mixin(__subMixin, __mixinToCompose__);
             context.PopComposition();
         }
     }
 }
コード例 #15
0
ファイル: BasicShaders.cs プロジェクト: slagusev/paradox
 public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
 {
     if (context.GetParam(MaterialParameters.HasSkinningPosition))
     {
         if (context.GetParam(MaterialParameters.SkinningBones) > context.GetParam(MaterialParameters.SkinningMaxBones))
         {
             context.SetParam(MaterialParameters.SkinningMaxBones, context.GetParam(MaterialParameters.SkinningBones));
         }
         mixin.Mixin.AddMacro("SkinningMaxBones", context.GetParam(MaterialParameters.SkinningMaxBones));
         context.Mixin(mixin, "TransformationSkinning");
         if (context.GetParam(MaterialParameters.HasSkinningNormal))
         {
             if (context.GetParam(MaterialParameters.NormalMap) != null)
             {
                 context.Mixin(mixin, "TangentToViewSkinning");
             }
             else
             {
                 context.Mixin(mixin, "NormalVSSkinning");
             }
             context.Mixin(mixin, "NormalSkinning");
         }
         if (context.GetParam(MaterialParameters.HasSkinningTangent))
         {
             context.Mixin(mixin, "TangentSkinning");
         }
     }
 }
コード例 #16
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "Voxel2x2x2Mipmap");
     if (context.GetParam(Voxel2x2x2MipmapKeys.mipmapper) != null)
     {
         {
             var __mixinToCompose__ = context.GetParam(Voxel2x2x2MipmapKeys.mipmapper);
             var __subMixin         = new ShaderMixinSource();
             context.PushComposition(mixin, "mipmapper", __subMixin);
             context.Mixin(__subMixin, __mixinToCompose__);
             context.PopComposition();
         }
     }
 }
コード例 #17
0
            public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
            {
                #line 15
                context.Mixin(mixin, "ShaderBase");

                #line 16
                context.Mixin(mixin, "ImageEffectShader");

                #line 19
                mixin.Mixin.AddMacro("TEXTURECUBE_BLEND_COUNT", context.GetParam(CubemapBlendRenderer.CubemapCount));

                #line 21
                if (context.GetParam(CubemapBlendRenderer.UseMultipleRenderTargets))

                    #line 22
                {
                    context.Mixin(mixin, "CubemapBlenderMRT");
                }

                #line 24
                else

                    #line 24
                {
                    context.Mixin(mixin, "CubemapBlender");
                }

                #line 26
                foreach (var ____1 in context.GetParam(CubemapBlendRenderer.Cubemaps))

                {
                    #line 26
                    context.PushParameters(____1);

                    {
                        #line 28
                        var __subMixin = new ShaderMixinSourceTree()
                        {
                            Parent = mixin
                        };

                        #line 28
                        context.Mixin(__subMixin, "CubemapFace", context.GetParam(CubemapBlendRenderer.CubemapKey));
                        mixin.Mixin.AddCompositionToArray("Cubemaps", __subMixin.Mixin);
                    }

                    #line 26
                    context.PopParameters();
                }
            }
コード例 #18
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "IsotropicVoxelFragment");
     if (context.GetParam(IsotropicVoxelFragmentKeys.Storage) != null)
     {
         {
             var __mixinToCompose__ = (context.GetParam(IsotropicVoxelFragmentKeys.Storage));
             var __subMixin         = new ShaderMixinSource();
             context.PushComposition(mixin, "Storage", __subMixin);
             context.Mixin(__subMixin, __mixinToCompose__);
             context.PopComposition();
         }
     }
 }
コード例 #19
0
            public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
            {
                context.Mixin(mixin, "ToneMapShader", context.GetParam(ToneMapKeys.AutoKey), context.GetParam(ToneMapKeys.AutoExposure), context.GetParam(ToneMapKeys.UseLocalLuminance));
                context.PushParameters(context.GetParam(ToneMapKeys.Operator).Parameters);

                {
                    var __mixinToCompose__ = context.GetParam(ColorTransformKeys.Shader);
                    var __subMixin         = new ShaderMixinSource();
                    context.PushComposition(mixin, "ToneMapOperator", __subMixin);
                    context.Mixin(__subMixin, __mixinToCompose__);
                    context.PopComposition();
                }
                context.PopParameters();
            }
コード例 #20
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "LightVoxelShader");
     if (context.GetParam(LightVoxelShaderKeys.LightDiffuseVoxelColor) != null)
     {
         {
             var __mixinToCompose__ = context.GetParam(LightVoxelShaderKeys.LightDiffuseVoxelColor);
             var __subMixin         = new ShaderMixinSource();
             context.PushComposition(mixin, "lightDiffuseVoxelColor", __subMixin);
             context.Mixin(__subMixin, __mixinToCompose__);
             context.PopComposition();
         }
     }
 }
コード例 #21
0
ファイル: testEffect.cs プロジェクト: yongweisun/paradox
            public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
            {
                #line 13
                context.Mixin(mixin, "ShaderBase");

                #line 14
                context.Mixin(mixin, "TransformationWVP");

                #line 15
                context.Mixin(mixin, "BRDFDiffuseBase");

                #line 16
                context.Mixin(mixin, "BRDFSpecularBase");

                #line 17
                context.Mixin(mixin, "AlbedoFlatShading");

                #line 18
                context.Mixin(mixin, "TransparentShading");

                #line 20
                if (context.GetParam(MaterialParameters.AlbedoDiffuse) != null)

                {
                        #line 21
                    var __subMixin = new ShaderMixinSourceTree()
                    {
                        Parent = mixin
                    };

                        #line 21
                    context.Mixin(__subMixin, context.GetParam(MaterialParameters.AlbedoDiffuse));
                    mixin.Mixin.AddComposition("albedoDiffuse", __subMixin.Mixin);
                }

                #line 23
                if (context.GetParam(MaterialParameters.AlbedoSpecular) != null)

                {
                        #line 24
                    var __subMixin = new ShaderMixinSourceTree()
                    {
                        Parent = mixin
                    };

                        #line 24
                    context.Mixin(__subMixin, context.GetParam(MaterialParameters.AlbedoSpecular));
                    mixin.Mixin.AddComposition("albedoSpecular", __subMixin.Mixin);
                }
            }
コード例 #22
0
ファイル: SkyboxEffect.cs プロジェクト: h78hy78yhoi8j/xenko
            public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
            {
                context.Mixin(mixin, "SkyboxShader");
                if (context.GetParam(SkyboxKeys.Shader) != null)
                {

                    {
                        var __subMixin = new ShaderMixinSource() { Parent = mixin };
                        context.PushComposition(mixin, "skyboxColor", __subMixin);
                        context.Mixin(__subMixin, context.GetParam(SkyboxKeys.Shader));
                        context.PopComposition();
                    }
                }
            }
コード例 #23
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "VoxelVisualizationRawShader");
     if (context.GetParam(VoxelVisualizationRawShaderKeys.Attribute) != null)
     {
         {
             var __mixinToCompose__ = context.GetParam(VoxelVisualizationRawShaderKeys.Attribute);
             var __subMixin         = new ShaderMixinSource();
             context.PushComposition(mixin, "Attribute", __subMixin);
             context.Mixin(__subMixin, __mixinToCompose__);
             context.PopComposition();
         }
     }
 }
コード例 #24
0
            public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
            {
                #line 24
                context.CloneProperties();

                #line 24
                mixin.Mixin.CloneFrom(mixin.Parent.Mixin);

                #line 25
                context.Mixin(mixin, "GBuffer");

                #line 26
                context.Mixin(mixin, "NormalVSStream");

                #line 28
                if (context.GetParam(MaterialParameters.SpecularPowerMap) != null)
                {
                    #line 30
                    context.Mixin(mixin, "SpecularPower");

                    {
                        #line 31
                        var __subMixin = new ShaderMixinSourceTree()
                        {
                            Parent = mixin
                        };

                        #line 31
                        context.Mixin(__subMixin, context.GetParam(MaterialParameters.SpecularPowerMap));
                        mixin.Mixin.AddComposition("SpecularPowerMap", __subMixin.Mixin);
                    }
                }

                #line 34
                if (context.GetParam(MaterialParameters.SpecularIntensityMap) != null)
                {
                    {
                        #line 36
                        var __subMixin = new ShaderMixinSourceTree()
                        {
                            Parent = mixin
                        };

                        #line 36
                        context.Mixin(__subMixin, context.GetParam(MaterialParameters.SpecularIntensityMap));
                        mixin.Mixin.AddComposition("SpecularIntensityMap", __subMixin.Mixin);
                    }
                }
            }
コード例 #25
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "ParticleBaseEffect");
     context.Mixin(mixin, "ParticleComputeColorShader");
     if (context.GetParam(ParticleBaseKeys.BaseColor) != null)
     {
         {
             var __mixinToCompose__ = context.GetParam(ParticleBaseKeys.BaseColor);
             var __subMixin         = new ShaderMixinSource();
             context.PushComposition(mixin, "baseColor", __subMixin);
             context.Mixin(__subMixin, __mixinToCompose__);
             context.PopComposition();
         }
     }
 }
コード例 #26
0
 public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
 {
     if (context.GetParam(ShadowMapParameters.LightType) == LightType.Directional)
     {
         context.Mixin(mixin, "DeferredLightingDirectShadowGroup");
     }
     else if (context.GetParam(ShadowMapParameters.LightType) == LightType.Spot)
     {
         context.Mixin(mixin, "DeferredLightingSpotShadowGroup");
     }
     else
     {
         context.Mixin(mixin, "DeferredLightingDirectShadowGroup");
     }
 }
コード例 #27
0
 public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
 {
     if (context.GetParam(MaterialParameters.AlbedoSpecular) != null)
     {
         {
             var __subMixin = new ShaderMixinSourceTree()
             {
                 Parent = mixin
             };
             context.PushComposition(mixin, "albedoSpecular", __subMixin);
             context.Mixin(__subMixin, context.GetParam(MaterialParameters.AlbedoSpecular));
             context.PopComposition();
         }
     }
 }
コード例 #28
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     if (context.GetParam(MaterialKeys.UseDitheredShadows))
     {
         context.Mixin(mixin, "ShadowMapCasterAlphaDithered");
     }
     else if (context.GetParam(MaterialKeys.UsePixelShaderWithDepthPass))
     {
         context.Mixin(mixin, "ShadowMapCasterAlphaDiscard");
     }
     else
     {
         context.Mixin(mixin, "ShadowMapCasterNoPixelShader");
     }
 }
コード例 #29
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "XenkoForwardShadingEffect");
     if (context.GetParam(GameParameters.EnableOnflyTextureUVChange))
     {
         context.Mixin(mixin, "TransformationTextureUV");
     }
     if (context.GetParam(GameParameters.EnableBend))
     {
         context.Mixin(mixin, "TransformationBendWorld");
     }
     if (context.GetParam(GameParameters.EnableFog))
     {
         context.Mixin(mixin, "FogEffect");
     }
 }
コード例 #30
0
 public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
 {
     mixin.Mixin.AddMacro("LIGHTING_MAX_LIGHT_COUNT", context.GetParam(LightingKeys.MaxDirectionalLights));
     context.Mixin(mixin, "ParadoxLightingTypeShader");
     context.Mixin(mixin, "DirectionalShading");
     context.Mixin(mixin, "ShadingEyeNormalVS");
 }
コード例 #31
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     if (context.GetParam(PreviewTextureParameters.Is3D))
     {
         context.Mixin(mixin, "Sprite3DBase");
     }
     context.Mixin(mixin, "SpriteBatch");
 }
コード例 #32
0
            public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
            {
                #line 61
                mixin.Mixin.AddMacro("DEFERRED_MAX_POINT_LIGHT_COUNT", context.GetParam(LightingKeys.MaxDeferredLights));

                #line 62
                context.Mixin(mixin, "DeferredPointLighting");
            }
コード例 #33
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "StrideForwardShadingEffect");
     if (context.GetParam(AtmosphereForwardShadingEffectParameters.RenderAerialPerspective))
     {
         context.Mixin(mixin, "AtmosphereForwardRender");
     }
 }
コード例 #34
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "A");
     if (context.GetParam(TestParameters.TestCount) == 0)
     {
         context.Mixin(mixin, "B");
     }
     if (context.ChildEffectName == "ChildParamsMixin")
     {
         context.Mixin(mixin, "ChildParamsMixin");
         return;
     }
     if (context.GetParam(TestParameters.TestCount) == 0)
     {
         context.Mixin(mixin, "C");
     }
 }
コード例 #35
0
            public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
            {
                #line 25
                context.SetParam(PostEffectsParameters.verticalBlur, false);

                #line 27
                context.Mixin(mixin, "PostEffectVsmBlur", context.GetParam(PostEffectsParameters.verticalBlur));
            }
コード例 #36
0
ファイル: CubemapEffect.sdfx.cs プロジェクト: Aggror/Stride
            public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
            {
                context.Mixin(mixin, "ShaderBase");
                context.Mixin(mixin, "TransformationWAndVP");
                mixin.AddMacro("MAX_VERTEX_COUNT", 9);
                context.Mixin(mixin, "CameraCube");
                context.Mixin(mixin, "AlbedoFlatShading");
                if (context.GetParam(MaterialParameters.AlbedoDiffuse) != null)

                {
                    var __mixinToCompose__ = context.GetParam(MaterialParameters.AlbedoDiffuse);
                    var __subMixin         = new ShaderMixinSource();
                    context.PushComposition(mixin, "albedoDiffuse", __subMixin);
                    context.Mixin(__subMixin, __mixinToCompose__);
                    context.PopComposition();
                }
            }
コード例 #37
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.SetParam(TestParameters.TestCount, 1);
     if (context.GetParam(TestParameters.TestCount) == 1)
     {
         context.Mixin(mixin, "C1");
     }
 }
コード例 #38
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "MarchAttributes");
     if (context.GetParam(MarchAttributesKeys.AttributeSamplers) != null)
     {
         foreach (var attr in context.GetParam(MarchAttributesKeys.AttributeSamplers))
         {
             {
                 var __mixinToCompose__ = (attr);
                 var __subMixin         = new ShaderMixinSource();
                 context.PushCompositionArray(mixin, "AttributeSamplers", __subMixin);
                 context.Mixin(__subMixin, __mixinToCompose__);
                 context.PopComposition();
             }
         }
     }
 }
コード例 #39
0
 public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
 {
     mixin.Mixin.AddMacro("LIGHTING_MAX_LIGHT_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCount));
     context.Mixin(mixin, "ParadoxLightingTypeShader");
     context.Mixin(mixin, "ShadingPerPixelShadow");
     context.Mixin(mixin, "SpotShading");
     context.Mixin(mixin, "ShadingEyeNormalVS");
     context.Mixin(mixin, "ForwardShadowMapBase");
     context.Mixin(mixin, "ShadowMapCascadeBase");
     mixin.Mixin.AddMacro("SHADOWMAP_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCount));
     mixin.Mixin.AddMacro("SHADOWMAP_CASCADE_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCascadeCount));
     mixin.Mixin.AddMacro("SHADOWMAP_TOTAL_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCount) * context.GetParam(ShadowMapParameters.ShadowMapCascadeCount));
     if (context.GetParam(ShadowMapParameters.FilterType) == ShadowMapFilterType.Nearest)
     {
         context.Mixin(mixin, "ShadowMapFilterDefault");
     }
     else if (context.GetParam(ShadowMapParameters.FilterType) == ShadowMapFilterType.PercentageCloserFiltering)
     {
         context.Mixin(mixin, "ShadowMapFilterPcf");
     }
     else if (context.GetParam(ShadowMapParameters.FilterType) == ShadowMapFilterType.Variance)
     {
         context.Mixin(mixin, "ShadowMapFilterVsm");
     }
 }
コード例 #40
0
            public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
            {
                #line 114
                mixin.Mixin.AddMacro("LIGHTING_MAX_LIGHT_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCount));

                #line 117
                context.Mixin(mixin, "ParadoxLightingTypeShader");

                #line 118
                context.Mixin(mixin, "ShadingPerPixelShadow");

                #line 119
                context.Mixin(mixin, "SpotShading");

                #line 120
                context.Mixin(mixin, "ShadingEyeNormalVS");

                #line 123
                context.Mixin(mixin, "ForwardShadowMapBase");

                #line 124
                context.Mixin(mixin, "ShadowMapCascadeBase");

                #line 126
                mixin.Mixin.AddMacro("SHADOWMAP_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCount));

                #line 127
                mixin.Mixin.AddMacro("SHADOWMAP_CASCADE_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCascadeCount));

                #line 128
                mixin.Mixin.AddMacro("SHADOWMAP_TOTAL_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCount) * context.GetParam(ShadowMapParameters.ShadowMapCascadeCount));

                #line 131
                if (context.GetParam(ShadowMapParameters.FilterType) == ShadowMapFilterType.Nearest)

                    #line 132
                {
                    context.Mixin(mixin, "ShadowMapFilterDefault");
                }

                #line 133
                else
#line 133
                if (context.GetParam(ShadowMapParameters.FilterType) == ShadowMapFilterType.PercentageCloserFiltering)

                    #line 134
                {
                    context.Mixin(mixin, "ShadowMapFilterPcf");
                }

                #line 135
                else
#line 135
                if (context.GetParam(ShadowMapParameters.FilterType) == ShadowMapFilterType.Variance)

                    #line 136
                {
                    context.Mixin(mixin, "ShadowMapFilterVsm");
                }
            }
コード例 #41
0
            public void Generate(ShaderMixinSourceTree mixin, ShaderMixinContext context)
            {
                #line 82
                mixin.Mixin.AddMacro("LIGHTING_MAX_LIGHT_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCount));

                #line 85
                context.Mixin(mixin, "ParadoxLightingTypeShader");

                #line 86
                context.Mixin(mixin, "ShadingPerPixelShadow");

                #line 87
                context.Mixin(mixin, "DirectionalShading");

                #line 88
                context.Mixin(mixin, "ShadingEyeNormalVS");

                #line 91
                context.Mixin(mixin, "ForwardShadowMapBase");

                #line 92
                context.Mixin(mixin, "ShadowMapCascadeBase");

                #line 94
                mixin.Mixin.AddMacro("SHADOWMAP_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCount));

                #line 95
                mixin.Mixin.AddMacro("SHADOWMAP_CASCADE_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCascadeCount));

                #line 96
                mixin.Mixin.AddMacro("SHADOWMAP_TOTAL_COUNT", context.GetParam(ShadowMapParameters.ShadowMapCount) * context.GetParam(ShadowMapParameters.ShadowMapCascadeCount));

                #line 99
                if (context.GetParam(ShadowMapParameters.FilterType) == ShadowMapFilterType.Nearest)

                    #line 100
                {
                    context.Mixin(mixin, "ShadowMapFilterDefault");
                }

                #line 101
                else
#line 101
                if (context.GetParam(ShadowMapParameters.FilterType) == ShadowMapFilterType.PercentageCloserFiltering)

                    #line 102
                {
                    context.Mixin(mixin, "ShadowMapFilterPcf");
                }

                #line 103
                else
#line 103
                if (context.GetParam(ShadowMapParameters.FilterType) == ShadowMapFilterType.Variance)

                    #line 104
                {
                    context.Mixin(mixin, "ShadowMapFilterVsm");
                }
            }
コード例 #42
0
            public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
            {
                context.Mixin(mixin, "McIntoshOptimizedShader");

                {
                    var __subMixin = new ShaderMixinSource() { Parent = mixin };
                    context.PushComposition(mixin, "directionalBlurA", __subMixin);
                    context.Mixin(__subMixin, "DepthAwareDirectionalBlurUtil", context.GetParam(DepthAwareDirectionalBlurKeys.Count), context.GetParam(DepthAwareDirectionalBlurKeys.TotalTap));
                    context.PopComposition();
                }

                {
                    var __subMixin = new ShaderMixinSource() { Parent = mixin };
                    context.PushComposition(mixin, "directionalBlurB", __subMixin);
                    context.Mixin(__subMixin, "DepthAwareDirectionalBlurUtil", context.GetParam(DepthAwareDirectionalBlurKeys.Count), context.GetParam(DepthAwareDirectionalBlurKeys.TotalTap));
                    context.PopComposition();
                }
            }
コード例 #43
0
ファイル: ToneMapEffect.cs プロジェクト: Powerino73/paradox
            public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
            {
                context.Mixin(mixin, "ToneMapShader");

                {
                    var __subMixin = new ShaderMixinSource() { Parent = mixin };
                    context.PushComposition(mixin, "ToneMapOperator", __subMixin);
                    context.Mixin(__subMixin, context.GetParam(ColorTransformKeys.Shader));
                    context.PopComposition();
                }
            }
コード例 #44
0
ファイル: CustomEffect.cs プロジェクト: Powerino73/paradox
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     if (context.GetParam(CustomShaderKeys.SwitchEffectLevel) < 10)
     {
         context.Mixin(mixin, "CustomShader");
     }
     else
     {
         context.Mixin(mixin, "CustomShader2");
     }
 }
コード例 #45
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, "ShaderBase");
                context.Mixin(mixin, "TransformationWAndVP");
                context.Mixin(mixin, "AlbedoFlatShading");
                if (context.GetParam(MaterialParameters.AlbedoDiffuse) != null)

                    {
                        var __subMixin = new ShaderMixinSourceTree() { Parent = mixin };
                        context.PushComposition(mixin, "albedoDiffuse", __subMixin);
                        context.Mixin(__subMixin, context.GetParam(MaterialParameters.AlbedoDiffuse));
                        context.PopComposition();
                    }
                else

                    {
                        var __subMixin = new ShaderMixinSourceTree() { Parent = mixin };
                        context.PushComposition(mixin, "albedoDiffuse", __subMixin);
                        context.Mixin(__subMixin, "ComputeColorTextureCubeReflect", TexturingKeys.TextureCube0);
                        context.PopComposition();
                    }
            }
コード例 #46
0
            public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
            {
                if (context.GetParam(TestParameters.UseComputeColor2))
                {
                    context.Mixin(mixin, "ComputeColor2");
                }
                else if (context.GetParam(TestParameters.UseComputeColorRedirect))
                {
                    context.Mixin(mixin, "ComputeColorRedirect");

                    {
                        var __mixinToCompose__ = "ComputeColor2";
                        var __subMixin = new ShaderMixinSource();
                        context.PushComposition(mixin, "ColorRedirect", __subMixin);
                        context.Mixin(__subMixin, __mixinToCompose__);
                        context.PopComposition();
                    }
                }
                else
                {
                    context.Mixin(mixin, "ComputeColor");
                }
            }
コード例 #47
0
            public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
            {
                context.Mixin(mixin, "ColorTransformGroupShader");
                foreach(var colorTransform in context.GetParam(ColorTransformGroupKeys.Transforms))

                {

                    {
                        var __mixinToCompose__ = "ColorTransformCompose";
                        var __subMixin = new ShaderMixinSource();
                        context.PushCompositionArray(mixin, "Transforms", __subMixin);
                        context.Mixin(__subMixin, __mixinToCompose__);
                        context.PopComposition();
                    }
                }
            }
コード例 #48
0
            public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
            {
                context.Mixin(mixin, "XenkoEffectBase");
                var extensionPixelStageSurfaceShaders = context.GetParam(MaterialKeys.PixelStageSurfaceShaders);
                if (extensionPixelStageSurfaceShaders != null)
                {
                    context.Mixin(mixin, "MaterialSurfacePixelStageCompositor");

                    {
                        var __mixinToCompose__ = (extensionPixelStageSurfaceShaders);
                        var __subMixin = new ShaderMixinSource();
                        context.PushComposition(mixin, "materialPixelStage", __subMixin);
                        context.Mixin(__subMixin, __mixinToCompose__);
                        context.PopComposition();
                    }

                    {
                        var __mixinToCompose__ = context.GetParam(MaterialKeys.PixelStageStreamInitializer);
                        var __subMixin = new ShaderMixinSource();
                        context.PushComposition(mixin, "streamInitializerPixelStage", __subMixin);
                        context.Mixin(__subMixin, __mixinToCompose__);
                        context.PopComposition();
                    }
                    var extensionPixelStageSurfaceFilter = context.GetParam(MaterialKeys.PixelStageSurfaceFilter);
                    if (extensionPixelStageSurfaceFilter != null)
                    {
                        context.Mixin(mixin, (extensionPixelStageSurfaceFilter));
                    }
                }
                context.Mixin(mixin, "XenkoLighting");
                if (context.ChildEffectName == "ShadowMapCaster")
                {
                    context.Mixin(mixin, "ShadowMapCaster");
                    return;
                }
            }
コード例 #49
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "SphericalHarmonicsRenderer", context.GetParam(SphericalHarmonicsParameters.HarmonicsOrder));
 }
コード例 #50
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "DepthMinMaxShader", context.GetParam(DepthMinMax.IsFirstPassKey));
 }
コード例 #51
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.SetParam(TestParameters.TestCount, 1);
     if (context.GetParam(TestParameters.TestCount) == 1)
         context.Mixin(mixin, "C1");
 }
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "RadiancePrefilteringGGXNoComputeShader", context.GetParam(RadiancePrefilteringGGXNoComputeParams.NbOfSamplings));
 }
コード例 #53
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "ParadoxEffectBase");
     context.Mixin(mixin, "MaterialFrontBackBlendShader", context.GetParam(MaterialFrontBackBlendShaderKeys.UseNormalBackFace));
 }
コード例 #54
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "GaussianBlurShader", context.GetParam(GaussianBlurKeys.Count), context.GetParam(GaussianBlurKeys.VerticalBlur));
 }
コード例 #55
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "CombineFrontCoCShader", context.GetParam(CombineLevelsFromCoCKeys.LevelCount));
 }
コード例 #56
0
            public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
            {
                context.Mixin(mixin, "ParadoxEffectBase");
                var extensionPixelStageSurfaceShaders = context.GetParam(MaterialKeys.PixelStageSurfaceShaders);
                if (extensionPixelStageSurfaceShaders != null)
                {
                    context.Mixin(mixin, "MaterialSurfacePixelStageCompositor");

                    {
                        var __mixinToCompose__ = (extensionPixelStageSurfaceShaders);
                        var __subMixin = new ShaderMixinSource();
                        context.PushComposition(mixin, "materialPixelStage", __subMixin);
                        context.Mixin(__subMixin, __mixinToCompose__);
                        context.PopComposition();
                    }

                    {
                        var __mixinToCompose__ = context.GetParam(MaterialKeys.PixelStageStreamInitializer);
                        var __subMixin = new ShaderMixinSource();
                        context.PushComposition(mixin, "streamInitializerPixelStage", __subMixin);
                        context.Mixin(__subMixin, __mixinToCompose__);
                        context.PopComposition();
                    }
                    var extensionPixelStageSurfaceFilter = context.GetParam(MaterialKeys.PixelStageSurfaceFilter);
                    if (extensionPixelStageSurfaceFilter != null)
                    {
                        context.Mixin(mixin, (extensionPixelStageSurfaceFilter));
                    }
                }
                var directLightGroups = context.GetParam(LightingKeys.DirectLightGroups);
                if (directLightGroups != null)
                {
                    foreach(var directLightGroup in directLightGroups)

                    {

                        {
                            var __mixinToCompose__ = (directLightGroup);
                            var __subMixin = new ShaderMixinSource();
                            context.PushCompositionArray(mixin, "directLightGroups", __subMixin);
                            context.Mixin(__subMixin, __mixinToCompose__);
                            context.PopComposition();
                        }
                    }
                }
                var environmentLights = context.GetParam(LightingKeys.EnvironmentLights);
                if (environmentLights != null)
                {
                    foreach(var environmentLight in environmentLights)

                    {

                        {
                            var __mixinToCompose__ = (environmentLight);
                            var __subMixin = new ShaderMixinSource();
                            context.PushCompositionArray(mixin, "environmentLights", __subMixin);
                            context.Mixin(__subMixin, __mixinToCompose__);
                            context.PopComposition();
                        }
                    }
                }
            }
コード例 #57
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "ComputeShaderTest", context.GetParam(ComputeShaderTestParams.NbOfIterations));
 }
コード例 #58
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "DepthAwareDirectionalBlurShader", context.GetParam(DepthAwareDirectionalBlurKeys.Count), context.GetParam(DepthAwareDirectionalBlurKeys.TotalTap));
 }
コード例 #59
0
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "LambertianPrefilteringSHPass2", context.GetParam(LambertianPrefilteringSHParameters.BlockSize), context.GetParam(SphericalHarmonicsParameters.HarmonicsOrder));
 }
コード例 #60
0
ファイル: FlareArtifactEffect.cs プロジェクト: cg123/xenko
 public void Generate(ShaderMixinSource mixin, ShaderMixinContext context)
 {
     context.Mixin(mixin, "FlareArtifactShader", context.GetParam(FlareArtifactKeys.Count));
 }