internal static void Init() { MyGPUParticleRenderer.Init(); m_windowsWithDecals = new HashSet <uint>(); if (m_distances == null) { m_distances = new float[] { PROXIMITY_DECALS_SQ_TH, 0 } } ; m_psResolve = MyShaders.CreatePs("Transparent/OIT/Resolve.hlsl"); m_psOverlappingHeatMap = MyShaders.CreatePs("Transparent/ResolveAccumIntoHeatMap.hlsl"); m_psOverlappingHeatMapInGrayscale = MyShaders.CreatePs("Transparent/ResolveAccumIntoHeatMap.hlsl", new ShaderMacro[] { new ShaderMacro("USE_GRAYSCALE", null), }); }
internal static void Init() { MyGPUParticleRenderer.Init(); m_psResolve = MyShaders.CreatePs("Transparency/Resolve.hlsl"); }