public void upload(ByteArray vertexProgram, ByteArray fragmentProgram) { // create array to hold sampler states var samplerStates = new SamplerState[16]; // convert shaders from AGAL to GLSL var glslVertex = AGALConverter.ConvertToGLSL(vertexProgram, null); var glslFragment = AGALConverter.ConvertToGLSL(fragmentProgram, samplerStates); // upload as GLSL uploadFromGLSL(glslVertex, glslFragment, samplerStates); }
public void upload(ByteArray vertexProgram, ByteArray fragmentProgram) { // create array to hold sampler states var samplerStates = new SamplerState[Context3D.MaxSamplers]; // convert shaders from AGAL to GLSL var glslVertex = AGALConverter.ConvertToGLSL(vertexProgram, null); var glslFragment = AGALConverter.ConvertToGLSL(fragmentProgram, samplerStates); // upload as GLSL uploadFromGLSL(glslVertex, glslFragment); // set sampler states from agal for (int i = 0; i < samplerStates.Length; i++) { setSamplerState(i, samplerStates[i]); } }