/// <summary> /// Fill the shader-repository. /// </summary> void InitShaderRepository() { programs.Clear(); GlProgramInfo pi; // default program: pi = new GlProgramInfo("default", new GlShaderInfo[] { new GlShaderInfo(ShaderType.VertexShader, "vertex.glsl", "101meshEditor"), new GlShaderInfo(ShaderType.FragmentShader, "fragment.glsl", "101meshEditor") }); programs[pi.name] = pi; // put more programs here: // pi = new GlProgramInfo( .. // .. // programs[ pi.name ] = pi; }
public void InitShaderRepository() { programs.Clear(); GlProgramInfo pi; // Default program. pi = new GlProgramInfo("default", new GlShaderInfo[] { new GlShaderInfo(ShaderType.VertexShader, "vertex.glsl", "058marbles"), new GlShaderInfo(ShaderType.FragmentShader, "fragment.glsl", "058marbles") }); programs[pi.name] = pi; // Put more programs here. // pi = new GlProgramInfo( .. // .. // programs[ pi.name ] = pi; }
/// <summary> /// Fill the shader-repository. /// </summary> void InitShaderRepository() { programs.Clear(); GlProgramInfo pi; // Default program. pi = new GlProgramInfo("default", new GlShaderInfo[] { new GlShaderInfo(ShaderType.VertexShader, "shaderVertex.glsl", "113graph"), new GlShaderInfo(ShaderType.FragmentShader, "shaderFragment.glsl", "113graph") }); programs[pi.name] = pi; // put more programs here: // pi = new GlProgramInfo( .. // .. // programs[ pi.name ] = pi; }
/// <summary> /// Fill the shader-repository. /// </summary> void InitShaderRepository() { programs.Clear(); #if false // by default we don't need any shaders GlProgramInfo pi; // default program: pi = new GlProgramInfo("default", new GlShaderInfo[] { new GlShaderInfo(ShaderType.VertexShader, "vertex.glsl", "090opencl"), new GlShaderInfo(ShaderType.FragmentShader, "fragment.glsl", "090opencl") }); programs[pi.name] = pi; // put more programs here: // pi = new GlProgramInfo( .. // .. // programs[ pi.name ] = pi; #endif }