private void DrawFadeout(Renderer renderer, float progress) { if (guiShader == null) { Logger.LogError(Logger.ErrorState.Critical, "No shader to render with"); return; } renderer.GetCamera().EnableOrthogonal(); renderer.SetActiveShader(guiShader); guiShader.SetFloatUniform(ShaderUniformName.Alpha, fadeAlpha); renderer.RenderGui(fadeoutQuad); renderer.GetCamera().EnablePerspective(); }
public bool SetUniform(ShaderProgram shaderProgram, int location, ShaderUniformName dataName) { switch (dataName) { case ShaderUniformName.LightPositionOrDirection: shaderProgram.SetVec3Uniform(location, GetPosDir()); break; case ShaderUniformName.LightColor: shaderProgram.SetVec3Uniform(location, color); break; case ShaderUniformName.LinearAttenuation: shaderProgram.SetFloatUniform(location, linearAttenuation); break; case ShaderUniformName.QuadraticAttenuation: shaderProgram.SetFloatUniform(location, quadraticAttenuation); break; default: return(false); } return(true); }
public bool SetUniform(ShaderProgram program, int location, ShaderUniformName name) { switch (name) { case ShaderUniformName.DiffuseColor: program.SetVec3Uniform(location, light.color); break; case ShaderUniformName.Alpha: program.SetFloatUniform(location, 1.0f); break; default: return(false); } return(true); }