예제 #1
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("FlareArtifactEffect", new FlareArtifactEffect());
            }
예제 #2
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("DepthMinMaxEffect", new DepthMinMaxEffect());
            }
예제 #3
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("DefaultSimpleCompose", new DefaultSimpleCompose());
            }
예제 #4
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("SimpleEffect", new SimpleEffect());
            }
            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("AmbientOcclusionBlurEffect", new AmbientOcclusionBlurEffect());
            }
예제 #6
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("SpaceEscapeEffectMain", new SpaceEscapeEffectMain());
            }
예제 #7
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("ShadowMapCaster", new ShadowMapCaster());
            }
예제 #8
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("GaussianBlurEffect", new GaussianBlurEffect());
            }
예제 #9
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("BufferToTextureColumnsEffect", new BufferToTextureColumnsEffect());
            }
예제 #10
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("AdditiveLightEffect", new AdditiveLightEffect());
            }
            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("VoxelVisualizationViewEffect", new VoxelVisualizationViewEffect());
            }
예제 #12
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("MultipleRenderTargetsEffect", new MultipleRenderTargetsEffect());
            }
예제 #13
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("StrideEffectBase", new StrideEffectBase());
            }
예제 #14
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("ImageSuperSamplerScalerEffect", new ImageSuperSamplerScalerEffect());
            }
 internal static void __Initialize__()
 {
     ShaderMixinManager.Register("ChildParamsMixin", new ChildParamsMixin());
 }
예제 #16
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("VerticalVsmBlur", new VerticalVsmBlur());
            }
 internal static void __Initialize__()
 {
     ShaderMixinManager.Register("DefaultSimpleChildParams", new DefaultSimpleChildParams());
 }
예제 #18
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("HorizontalVsmBlur", new HorizontalVsmBlur());
            }
예제 #19
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("CubemapEffect", new CubemapEffect());
            }
            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("DepthAwareDirectionalBlurEffect", new DepthAwareDirectionalBlurEffect());
            }
예제 #21
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("ShadowMapReceiverEffect", new ShadowMapReceiverEffect());
            }
예제 #22
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파일: Default.cs 프로젝트: pbiswal/paradox
            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("Default", new Default());
            }
예제 #23
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        internal static void __Initialize__()

        {
            ShaderMixinManager.Register("BackgroundVelocityEffect", new BackgroundVelocityEffect());
        }
예제 #24
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파일: Default.cs 프로젝트: pbiswal/paradox
            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("GBufferPlugin", new GBufferPlugin());
            }
예제 #25
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("CombineLevelsFromCoCEffect", new CombineLevelsFromCoCEffect());
            }
예제 #26
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("LightShaftsEffect", new LightShaftsEffect());
            }
예제 #27
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("SpriteBatch", new SpriteBatch());
            }
예제 #28
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("FXAAShaderEffect", new FXAAShaderEffect());
            }
예제 #29
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("RadiancePrefilteringGGXEffect", new RadiancePrefilteringGGXEffect());
            }
예제 #30
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            internal static void __Initialize__()

            {
                ShaderMixinManager.Register("ComputeShaderTestEffect", new ComputeShaderTestEffect());
            }