public static Reaction <Camera> Renderer(Texture diffuseMap, Texture normalMap, Texture heightMap) { _materialShader = new GLProgram( VertexShader(), FragmentShader()); _materials = new Materials(_materialShader); return(React.By <Camera> (_materials.Render) .BindSamplers(new Dictionary <Sampler, Texture> () { { !_materials.diffuseMap, diffuseMap }, { !_materials.normalMap, normalMap }, { !_materials.heightMap, heightMap } }) .DepthTest() .Culling() .Program(_materialShader)); }
public static Reaction<Camera> Renderer(Texture diffuseMap, Texture normalMap) { _materialShader = new GLProgram ( VertexShader (), FragmentShader ()); _materials = new Materials (_materialShader); return React.By<Camera> (_materials.Render) .BindSamplers (new Dictionary<Sampler, Texture> () { { !_materials.diffuseMap, diffuseMap }, { !_materials.normalMap, normalMap } }) .DepthTest () .Culling () .Program (_materialShader); }