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); }
public bool SetUniform(ShaderProgram program, int location, ShaderUniformName name) { switch (name) { case ShaderUniformName.ViewMatrix: viewMatrix.Matrix = GetViewMatrix(); viewMatrix.SetToShader(program, location); break; case ShaderUniformName.ProjectionMatrix: projectionMatrix.SetToShader(program, location); break; case ShaderUniformName.CameraPosition: program.SetVec3Uniform(location, Position); break; default: return(false); } return(true); }