public XBRShader() { Console.WriteLine("{0}", String.Join("\n", Assembly.GetExecutingAssembly().GetManifestResourceNames())); Shader = new GLShader( GLShaderFilter.DefaultVertexShader, Assembly.GetExecutingAssembly().GetManifestResourceStream("CSPspEmu.Gui.XBR.Shader.Shader_2xBR.frag").ReadAllContentsAsString() ); Filter = GLShaderFilter.Create(1, 1, Shader); }
protected GlUniformAttribute(GLShader shader, string name, int location, int arrayLength, GLValueType valueType) { Shader = shader; Name = name; Location = location; ArrayLength = arrayLength; ValueType = valueType; }
private GLShaderFilter(int Width, int Height, GLShader Shader) { this.Shader = Shader; SetSize(Width, Height); this.PositionBuffer = GLBuffer.Create().SetData<float>(new float[] { -1f, -1f, +1f, -1f, -1f, +1f, +1f, +1f, }); this.TexcoordsBuffer = GLBuffer.Create().SetData<float>(new float[] { 0f, 0f, 1f, 0f, 0f, 1f, 1f, 1f, }); }
private GLShaderFilter(int Width, int Height, GLShader Shader) { this.Shader = Shader; SetSize(Width, Height); PositionBuffer = GLBuffer.Create().SetData(new[] { -1f, -1f, +1f, -1f, -1f, +1f, +1f, +1f }); TexcoordsBuffer = GLBuffer.Create().SetData(new[] { 0f, 0f, 1f, 0f, 0f, 1f, 1f, 1f }); }
public GlUniform(GLShader shader, string name, int location, int arrayLength, GLValueType valueType) : base(shader, name, location, arrayLength, valueType) { }
public static GLShaderFilter Create(int Width, int Height, GLShader Shader) { return(new GLShaderFilter(Width, Height, Shader)); }
private void Initialize() { Smaa = new Smaa(); Shader = new GLShader( "attribute vec4 position; attribute vec4 texCoords; varying vec2 v_texCoord; void main() { gl_Position = position; v_texCoord = texCoords.xy; }", "uniform sampler2D texture; varying vec2 v_texCoord; void main() { gl_FragColor = texture2D(texture, v_texCoord); }" ); VertexBuffer = GLBuffer.Create().SetData(CSharpPlatform.RectangleF.FromCoords(-1, -1, +1, +1).GetFloat2TriangleStripCoords()); Shader.BindUniformsAndAttributes(ShaderInfo); // TestTexture = GLTexture.Create().SetFormat(TextureFormat.RGBA).SetSize(2, 2).SetData(new uint[] { 0xFF0000FF, 0xFF00FFFF, 0xFFFF00FF, 0xFFFFFFFF }); }
public static GLShaderFilter Create(int Width, int Height, GLShader Shader) { return new GLShaderFilter(Width, Height, Shader); }