/// <summary>Setup shader static values</summary><param name="state"/> private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // set the graphics ID BackgroundFill.gd = state.DeviceUniqueIndex; this.GraphicsID = state.DeviceUniqueIndex; BackgroundFill.gid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("RgbmImageRenderScale"); BackgroundFill.sid0 = state.GetNameUniqueID("CubeRgbmSampler"); BackgroundFill.tid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Graphics.TextureCube>("CubeRgbmTexture"); }
/// <summary>Setup shader static values</summary><param name="state"/> private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // set the graphics ID Tutorial16.gd = state.DeviceUniqueIndex; this.GraphicsID = state.DeviceUniqueIndex; Tutorial16.gid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector4>("colour"); }
/// <summary>Setup shader static values</summary><param name="state"/> private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // set the graphics ID RgbmDecode.gd = state.DeviceUniqueIndex; this.GraphicsID = state.DeviceUniqueIndex; RgbmDecode.cid0 = state.GetNameUniqueID("UseExposureTonemapping"); RgbmDecode.cid1 = state.GetNameUniqueID("UseFilmApproxTonemapping"); RgbmDecode.cid2 = state.GetNameUniqueID("UseGammaCorrection"); RgbmDecode.cid3 = state.GetNameUniqueID("UseInverseOneTonemapping"); RgbmDecode.gid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("BloomScaleThreshold"); RgbmDecode.gid1 = state.GetGlobalUniqueID<float>("LensExposure"); RgbmDecode.gid2 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("RgbmImageRenderScale"); RgbmDecode.sid0 = state.GetNameUniqueID("BloomSampler"); RgbmDecode.sid1 = state.GetNameUniqueID("InputSampler"); RgbmDecode.tid0 = state.GetNameUniqueID("InputTexture"); RgbmDecode.tid1 = state.GetNameUniqueID("BloomTexture"); }
/// <summary>Setup shader static values</summary><param name="state"/> private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // set the graphics ID RgbmDecodeBloomPass.gd = state.DeviceUniqueIndex; this.GraphicsID = state.DeviceUniqueIndex; RgbmDecodeBloomPass.gid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("BloomScaleThreshold"); RgbmDecodeBloomPass.gid1 = state.GetGlobalUniqueID<float>("LensExposure"); RgbmDecodeBloomPass.gid2 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("RgbmImageRenderScale"); RgbmDecodeBloomPass.sid0 = state.GetNameUniqueID("InputSampler"); RgbmDecodeBloomPass.tid0 = state.GetNameUniqueID("InputTexture"); }
/// <summary>Setup shader static values</summary><param name="state"/> private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state) { // set the graphics ID Character.gd = state.DeviceUniqueIndex; this.GraphicsID = state.DeviceUniqueIndex; Character.gid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Matrix>("ShadowMapProjection"); Character.gid1 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector3>("AmbientDiffuseSpecularScale"); Character.gid2 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector4[]>("EnvironmentSH"); Character.gid3 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("RgbmImageRenderScale"); Character.gid4 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("ShadowMapSize"); Character.gid5 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector3>("SkinLightScatter"); Character.gid6 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector3>("SunDirection"); Character.gid7 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector4>("SunRgbIntensity"); Character.gid8 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector2>("SunSpecularPowerIntensity"); Character.gid9 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Vector3>("UseAlbedoOcclusionShadow"); Character.sid0 = state.GetNameUniqueID("AlbedoSampler"); Character.sid1 = state.GetNameUniqueID("CubeRgbmSampler"); Character.sid2 = state.GetNameUniqueID("NormalSampler"); Character.sid3 = state.GetNameUniqueID("ShadowSampler"); Character.sid4 = state.GetNameUniqueID("SofSampler"); Character.tid0 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Graphics.TextureCube>("CubeRgbmTexture"); Character.tid1 = state.GetGlobalUniqueID<Microsoft.Xna.Framework.Graphics.Texture2D>("ShadowTexture"); Character.tid2 = state.GetNameUniqueID("SofTexture"); Character.tid3 = state.GetNameUniqueID("AlbedoTexture"); Character.tid4 = state.GetNameUniqueID("NormalTexture"); }