public ShaderSource Generate(SkyboxGeneratorContext context) { // If the skybox is only used for lighting, don't generate a shader for the background if (context.Skybox.Usage == SkyboxUsage.Lighting) { return null; } var key = context.GetTextureKey(CubeMap, SkyboxKeys.CubeMap); return new ShaderClassSource("ComputeSkyboxCubeMapColor", key); }
public ShaderSource Generate(SkyboxGeneratorContext context) { // If the skybox is only used for lighting, don't generate a shader for the background if (context.Skybox.Usage == SkyboxUsage.Lighting) { return(null); } var key = context.GetTextureKey(CubeMap, SkyboxKeys.CubeMap); return(new ShaderClassSource("ComputeSkyboxCubeMapColor", key)); }
public ShaderSource Generate(SkyboxGeneratorContext context) { var key = context.GetTextureKey(CubeMap, SkyboxKeys.CubeMap); return new ShaderClassSource("ComputeSkyboxCubeMapColor", key); }
public ShaderSource Generate(SkyboxGeneratorContext context) { var key = context.GetTextureKey(CubeMap, SkyboxKeys.CubeMap); return(new ShaderClassSource("ComputeSkyboxCubeMapColor", key)); }