public PostEffect(asd.Graphics g) { if (g.GraphicsDeviceType == GraphicsDeviceType.DirectX11) { m_shader = g.CreateShader2D( shader2d_dx_ps ); } else if (g.GraphicsDeviceType == GraphicsDeviceType.OpenGL) { m_shader = g.CreateShader2D( shader2d_gl_ps ); } else { throw new Exception(); } m_material2d = g.CreateMaterial2D(m_shader); }
public PostEffect(ace.Graphics g) { List <ace.ShaderVariableProperty> props = new List <ShaderVariableProperty>(); var prop_tex = new ace.ShaderVariableProperty(); prop_tex.Name = "g_texture"; prop_tex.Offset = 0; prop_tex.Type = ace.ShaderVariableType.Texture2D; props.Add(prop_tex); var prop_v = new ace.ShaderVariableProperty(); prop_v.Name = "g_values"; prop_v.Offset = 0; prop_v.Type = ace.ShaderVariableType.Vector3DF; props.Add(prop_v); if (g.GraphicsType == GraphicsType.DirectX11) { m_shader = g.CreateShader2D( shader2d_dx_ps, props.ToArray() ); } else if (g.GraphicsType == GraphicsType.OpenGL) { m_shader = g.CreateShader2D( shader2d_gl_ps, props.ToArray() ); } else { throw new Exception(); } m_material2d = g.CreateMaterial2D(m_shader); }