/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			ParticleStoreLife128.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			ParticleStoreLife128.cid0 = state.GetNameUniqueID("indices");
			ParticleStoreLife128.cid1 = state.GetNameUniqueID("invTargetSize");
		}
		/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			Tutorial09Technique.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			Tutorial09Technique.sid0 = state.GetNameUniqueID("DisplayTextureSampler");
			Tutorial09Technique.tid0 = state.GetNameUniqueID("DisplayTexture");
		}
		/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			FillCustomTexture.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			FillCustomTexture.sid0 = state.GetNameUniqueID("CustomTextureSampler");
			FillCustomTexture.tid0 = state.GetNameUniqueID("CustomTexture");
		}
		/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			InstancingSprite.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			InstancingSprite.cid0 = state.GetNameUniqueID("spriteWorldMatrix");
			InstancingSprite.sid0 = state.GetNameUniqueID("CustomTextureSampler");
			InstancingSprite.tid0 = state.GetNameUniqueID("CustomTexture");
		}
		/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			Kernel16.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			Kernel16.cid0 = state.GetNameUniqueID("kernel");
			Kernel16.cid1 = state.GetNameUniqueID("textureSize");
			Kernel16.sid0 = state.GetNameUniqueID("TextureSampler");
			Kernel16.tid0 = state.GetNameUniqueID("Texture");
		}
		/// <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");
		}
		/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			DrawGraphLine.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			DrawGraphLine.cid0 = state.GetNameUniqueID("graphLine");
		}
		/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			Tutorial03Technique.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			Tutorial03Technique.cid0 = state.GetNameUniqueID("scale");
			Tutorial03Technique.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
			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
			DrawVelocityBillboardParticles_GpuTex3D.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			DrawVelocityBillboardParticles_GpuTex3D.cid0 = state.GetNameUniqueID("invTextureSizeOffset");
			DrawVelocityBillboardParticles_GpuTex3D.cid1 = state.GetNameUniqueID("velocityScale");
			DrawVelocityBillboardParticles_GpuTex3D.cid2 = state.GetNameUniqueID("worldSpaceYAxis");
			DrawVelocityBillboardParticles_GpuTex3D.sid0 = state.GetNameUniqueID("DisplaySampler");
			DrawVelocityBillboardParticles_GpuTex3D.sid1 = state.GetNameUniqueID("PositionSampler");
			DrawVelocityBillboardParticles_GpuTex3D.sid2 = state.GetNameUniqueID("VelocitySampler");
			DrawVelocityBillboardParticles_GpuTex3D.tid0 = state.GetNameUniqueID("PositionTexture");
			DrawVelocityBillboardParticles_GpuTex3D.tid2 = state.GetNameUniqueID("VelocityTexture");
			DrawVelocityBillboardParticles_GpuTex3D.tid4 = state.GetNameUniqueID("DisplayTexture");
		}
예제 #11
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		/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			ShadowShader.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			ShadowShader.cid0 = state.GetNameUniqueID("lightColour");
			ShadowShader.cid1 = state.GetNameUniqueID("shadowMapProjection");
			ShadowShader.cid2 = state.GetNameUniqueID("shadowViewDirection");
			ShadowShader.sid0 = state.GetNameUniqueID("ShadowSampler");
			ShadowShader.sid1 = state.GetNameUniqueID("TextureSampler");
			ShadowShader.tid0 = state.GetNameUniqueID("ShadowMap");
			ShadowShader.tid1 = state.GetNameUniqueID("TextureMap");
		}
		/// <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
			DrawVelocityParticles_LinesGpuTex.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			DrawVelocityParticles_LinesGpuTex.cid0 = state.GetNameUniqueID("textureSizeOffset");
			DrawVelocityParticles_LinesGpuTex.cid1 = state.GetNameUniqueID("velocityScale");
			DrawVelocityParticles_LinesGpuTex.sid0 = state.GetNameUniqueID("PositionSampler");
			DrawVelocityParticles_LinesGpuTex.sid1 = state.GetNameUniqueID("VelocitySampler");
			DrawVelocityParticles_LinesGpuTex.tid0 = state.GetNameUniqueID("PositionTexture");
			DrawVelocityParticles_LinesGpuTex.tid2 = state.GetNameUniqueID("VelocityTexture");
		}
예제 #14
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		/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			NonLinearDepthOutTextureAlphaClip.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			NonLinearDepthOutTextureAlphaClip.cid0 = state.GetNameUniqueID("clipThreshold");
			NonLinearDepthOutTextureAlphaClip.sid0 = state.GetNameUniqueID("AlphaTextureSampler");
			NonLinearDepthOutTextureAlphaClip.tid0 = state.GetNameUniqueID("AlphaTexture");
		}
		/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			DrawVelocityBillboardParticlesColour_BillboardCpu3D.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			DrawVelocityBillboardParticlesColour_BillboardCpu3D.cid0 = state.GetNameUniqueID("colourData");
			DrawVelocityBillboardParticlesColour_BillboardCpu3D.cid1 = state.GetNameUniqueID("positionData");
			DrawVelocityBillboardParticlesColour_BillboardCpu3D.cid2 = state.GetNameUniqueID("velocityData");
			DrawVelocityBillboardParticlesColour_BillboardCpu3D.cid3 = state.GetNameUniqueID("velocityScale");
			DrawVelocityBillboardParticlesColour_BillboardCpu3D.cid4 = state.GetNameUniqueID("worldSpaceYAxis");
			DrawVelocityBillboardParticlesColour_BillboardCpu3D.sid0 = state.GetNameUniqueID("DisplaySampler");
			DrawVelocityBillboardParticlesColour_BillboardCpu3D.tid4 = state.GetNameUniqueID("DisplayTexture");
		}
예제 #16
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		/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			Downsample2.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			Downsample2.cid0 = state.GetNameUniqueID("sampleDirection");
			Downsample2.sid0 = state.GetNameUniqueID("PointSampler");
			Downsample2.tid0 = state.GetNameUniqueID("Texture");
		}
예제 #17
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 /// <summary>Setup shader static values</summary><param name="state"/>
 private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
 {
     // set the graphics ID
     Triplanar.gd = state.DeviceUniqueIndex;
     this.GraphicsID = state.DeviceUniqueIndex;
     Triplanar.cid0 = state.GetNameUniqueID("cameraPosition");
     Triplanar.cid1 = state.GetNameUniqueID("lightDirection");
     Triplanar.cid2 = state.GetNameUniqueID("fogColor");
     Triplanar.cid3 = state.GetNameUniqueID("fogEnd");
     Triplanar.cid4 = state.GetNameUniqueID("fogStart");
     Triplanar.cid5 = state.GetNameUniqueID("textureScale");
     Triplanar.sid0 = state.GetNameUniqueID("BottomColorSampler");
     Triplanar.sid1 = state.GetNameUniqueID("BottomNormalSampler");
     Triplanar.sid2 = state.GetNameUniqueID("SideColorSampler");
     Triplanar.sid3 = state.GetNameUniqueID("SideNormalSampler");
     Triplanar.sid4 = state.GetNameUniqueID("TopColorSampler");
     Triplanar.sid5 = state.GetNameUniqueID("TopNormalSampler");
     Triplanar.tid0 = state.GetNameUniqueID("SideColor");
     Triplanar.tid1 = state.GetNameUniqueID("SideNormal");
     Triplanar.tid2 = state.GetNameUniqueID("BottomColor");
     Triplanar.tid3 = state.GetNameUniqueID("BottomNormal");
     Triplanar.tid4 = state.GetNameUniqueID("TopColor");
     Triplanar.tid5 = state.GetNameUniqueID("TopNormal");
 }
		/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			DrawBillboardParticles_GpuTex_UserOffset.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			DrawBillboardParticles_GpuTex_UserOffset.cid0 = state.GetNameUniqueID("invTextureSizeOffset");
			DrawBillboardParticles_GpuTex_UserOffset.sid0 = state.GetNameUniqueID("DisplaySampler");
			DrawBillboardParticles_GpuTex_UserOffset.sid1 = state.GetNameUniqueID("PositionSampler");
			DrawBillboardParticles_GpuTex_UserOffset.sid2 = state.GetNameUniqueID("UserSampler");
			DrawBillboardParticles_GpuTex_UserOffset.sid3 = state.GetNameUniqueID("VelocitySampler");
			DrawBillboardParticles_GpuTex_UserOffset.tid0 = state.GetNameUniqueID("PositionTexture");
			DrawBillboardParticles_GpuTex_UserOffset.tid2 = state.GetNameUniqueID("VelocityTexture");
			DrawBillboardParticles_GpuTex_UserOffset.tid3 = state.GetNameUniqueID("UserTexture");
			DrawBillboardParticles_GpuTex_UserOffset.tid4 = state.GetNameUniqueID("DisplayTexture");
		}
예제 #19
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		/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			FillSolidColour.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			FillSolidColour.cid0 = state.GetNameUniqueID("FillColour");
		}
		/// <summary>Setup shader static values</summary><param name="state"/>
		private void gdInit(Xen.Graphics.ShaderSystem.ShaderSystemBase state)
		{
			// set the graphics ID
			DrawVelocityParticlesColour_LinesCpu.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			DrawVelocityParticlesColour_LinesCpu.cid0 = state.GetNameUniqueID("colourData");
			DrawVelocityParticlesColour_LinesCpu.cid1 = state.GetNameUniqueID("positionData");
			DrawVelocityParticlesColour_LinesCpu.cid2 = state.GetNameUniqueID("velocityData");
			DrawVelocityParticlesColour_LinesCpu.cid3 = state.GetNameUniqueID("velocityScale");
		}
		/// <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
			DrawBillboardParticlesColour_BillboardCpu.gd = state.DeviceUniqueIndex;
			this.GraphicsID = state.DeviceUniqueIndex;
			DrawBillboardParticlesColour_BillboardCpu.cid0 = state.GetNameUniqueID("colourData");
			DrawBillboardParticlesColour_BillboardCpu.cid1 = state.GetNameUniqueID("positionData");
			DrawBillboardParticlesColour_BillboardCpu.sid0 = state.GetNameUniqueID("DisplaySampler");
			DrawBillboardParticlesColour_BillboardCpu.tid4 = state.GetNameUniqueID("DisplayTexture");
		}