/// <summary>Bind the shader, 'ic' indicates the shader instance has changed and 'ec' indicates the extension has changed.</summary><param name="state"/><param name="ic"/><param name="ec"/><param name="ext"/> protected override void BeginImpl(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext) { // if the device changed, call Warm() if ((state.DeviceUniqueIndex != DepthOutRg.gd)) { this.WarmShader(state); ic = true; } // Force updating if the instance has changed this.vreg_change = (this.vreg_change | ic); this.vbreg_change = (this.vbreg_change | ic); this.vireg_change = (this.vireg_change | ic); // Set the value for attribute 'cameraNearFar' this.vreg_change = (this.vreg_change | state.SetCameraNearFarVector2(ref this.vreg[9], ref this.sc0)); // Set the value for attribute 'viewDirection' this.vreg_change = (this.vreg_change | state.SetViewDirectionVector3(ref this.vreg[7], ref this.sc1)); // Set the value for attribute 'viewPoint' this.vreg_change = (this.vreg_change | state.SetViewPointVector3(ref this.vreg[8], ref this.sc2)); Microsoft.Xna.Framework.Vector4 unused = new Microsoft.Xna.Framework.Vector4(); // Set the value for attribute 'worldMatrix' this.vreg_change = (this.vreg_change | state.SetWorldMatrix(ref this.vreg[4], ref this.vreg[5], ref this.vreg[6], ref unused, ref this.sc3)); // Set the value for attribute 'worldViewProj' this.vreg_change = (this.vreg_change | state.SetWorldViewProjectionMatrix(ref this.vreg[0], ref this.vreg[1], ref this.vreg[2], ref this.vreg[3], ref this.sc4)); if ((this.vreg_change == true)) { DepthOutRg.fx.vs_c.SetValue(this.vreg); this.vreg_change = false; ic = true; } if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Blending)) { ic = (ic | state.SetBlendMatricesDirect(DepthOutRg.fx.vsb_c, ref this.sc5)); } if ((ext == Xen.Graphics.ShaderSystem.ShaderExtension.Instancing)) { this.vireg_change = (this.vireg_change | state.SetViewProjectionMatrix(ref this.vireg[0], ref this.vireg[1], ref this.vireg[2], ref this.vireg[3], ref this.sc6)); if ((this.vireg_change == true)) { DepthOutRg.fx.vsi_c.SetValue(this.vireg); this.vireg_change = false; ic = true; } } // Finally, bind the effect if ((ic | ec)) { state.SetEffect(this, ref DepthOutRg.fx, ext); } }