public RaysRenderer(RenderBase rb) { RenderBase = rb; var shaderFlags = #if DEBUG ShaderFlags.Debug; #else ShaderFlags.None; #endif vertexShader = new UVertexShader(RenderBase, "shaders/Vertex_FS.hlsl", null); using (var pixelShaderByteCode = ShaderBytecode.CompileFromFile("shaders/Pixel_GodRays.hlsl", "main", "ps_4_0", shaderFlags)) pixelShader = new PixelShader(RenderBase.Device, pixelShaderByteCode); cb = new ConstantBuffers.UConstantBuffer(RenderBase, 4 * 4 * 2); }
public FishGlow(RenderBase rb, FishManager manager) { RenderBase = rb; Manager = manager; var shaderFlags = #if DEBUG ShaderFlags.Debug; #else ShaderFlags.None; #endif vertexShader = new UVertexShader(RenderBase, "shaders/Vertex_FS.hlsl", null); using (var pixelShaderByteCode = ShaderBytecode.CompileFromFile("shaders/Pixel_FishGlow.hlsl", "main", "ps_4_0", shaderFlags)) pixelShader = new PixelShader(RenderBase.Device, pixelShaderByteCode); cb = new ConstantBuffers.UConstantBuffer(RenderBase, 4 * 4 + FishManager.MAX_FISH_COUNT * 2 * 4 * 4); }
internal SunBuffer(RenderBase rb) { cb = new ConstantBuffers.UConstantBuffer(rb, Utilities.SizeOf <Vector4>() * 2); }