/// <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"); }
/// <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"); }
/// <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"); }
/// <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"); }
/// <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"); }
/// <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"); }