public MagicBackground() { shader = new Shader(); float v = Shader.Version; shader.LoadVertexFile(Path.Combine("Effects", v < 3.3f ? "v12" : "v33", "magic_background.vert")); shader.LoadFragmentFile(Path.Combine("Effects", v < 3.3f ? "v12" : "v33", "magic_background.frag")); shader.Link(); buffer = new VertexBuffer(4); buffer.DeclareNextAttribute("vposition", 2); buffer.DeclareNextAttribute("vtexcoord", 2); buffer.DeclareNextAttribute("vcolor", 4); buffer.Attach(shader); buffer.AddVertex(-1, -1, 0, 0, 1f, 1f, 1f, 1f); buffer.AddVertex(1, -1, 1, 0, 1f, 1f, 1f, 1f); buffer.AddVertex(1, 1, 1, 1, 1, 1, 1, 1); buffer.AddVertex(-1, 1, 0, 1, 1, 1, 1, 1); buffer.AddIndices(0, 1, 2, 0, 2, 3); buffer.UpdateBuffer(); }
public void Init() { blood_blend_shader = new Shader(); float v = Shader.Version; blood_blend_shader.LoadVertexFile(Path.Combine("Effects", v < 3.3f ? "v12" : "v33", "blood_blend.vert")); blood_blend_shader.LoadFragmentFile(Path.Combine("Effects", v < 3.3f ? "v12" : "v33", "blood_blend.frag")); blood_blend_shader.Link(); blend_buffer = new VertexBuffer(4); blend_buffer.DeclareNextAttribute("vposition", 2); blend_buffer.DeclareNextAttribute("vtexcoord", 2); blend_buffer.DeclareNextAttribute("vcolor", 4); blend_buffer.Attach(blood_blend_shader); blend_buffer.AddVertex(-1, -1, 0, 0, 1f, 1f, 1f, 1f); blend_buffer.AddVertex(1, -1, 1, 0, 1f, 1f, 1f, 1f); blend_buffer.AddVertex(1, 1, 1, 1, 1, 1, 1, 1); blend_buffer.AddVertex(-1, 1, 0, 1, 1, 1, 1, 1); blend_buffer.AddIndices(0, 1, 2, 0, 2, 3); blend_buffer.UpdateBuffer(); }