/// コンストラクタ public GaussianYFilter() { texRenderer = new TextureRenderer(); // gaussian y shaderGaussianY = new ShaderProgram( "/Application/shaders/GaussianY.cgx" ); shaderGaussianY.SetAttributeBinding( 0, "a_Position" ); shaderGaussianY.SetAttributeBinding( 1, "a_TexCoord" ); }
/// コンストラクタ public DepthOfFealdFilter() { texRenderer = new TextureRenderer(); // DOF shaderDOF = new ShaderProgram( "/Application/shaders/DOF.cgx" ); shaderDOF.SetAttributeBinding( 0, "a_Position" ); shaderDOF.SetAttributeBinding( 1, "a_TexCoord" ); shaderDOF.SetUniformValue( shaderDOF.FindUniform( "FocusDepth" ), 0.0f ); }
/// コンストラクタ public DepthOfFealdFilter() { texRenderer = new TextureRenderer(); // DOF shaderDOF = new ShaderProgram("/Application/shaders/DOF.cgx"); shaderDOF.SetAttributeBinding(0, "a_Position"); shaderDOF.SetAttributeBinding(1, "a_TexCoord"); shaderDOF.SetUniformValue(shaderDOF.FindUniform("FocusDepth"), 0.0f); }
public override void Dispose() { if( shaderDOF == null ){ shaderDOF.Dispose(); shaderDOF = null; } if( texRenderer == null ){ texRenderer.Dispose(); texRenderer = null; } }
public override void Dispose() { if (shaderDOF == null) { shaderDOF.Dispose(); shaderDOF = null; } if (texRenderer == null) { texRenderer.Dispose(); texRenderer = null; } }