public ETextureMat() : base(ShaderFactory.Build(BuildinShader.Texture)) { vec3Input.Add(new Tuple <Vector3, string>(new Vector3(0.8f), "Color")); textureInput.Add(new Tuple <ETexture, int, string>(null, 0, "TextureVaild")); }
public ELambertMat() : base(ShaderFactory.Build(BuildinShader.Lambert)) { vec3Input.Add(new Tuple <Vector3, string>(new Vector3(0.05f, 0.05f, 0.05f), "material.ambient")); textureInput.Add(new Tuple <ETexture, int, string>(null, 0, "DiffuseTextureVaild")); floatInput.Add(new Tuple <float, string>(5.0f, "material.shininess")); }
public EColorMat() : base(ShaderFactory.Build(BuildinShader.Color)) { vec3Input.Add(new Tuple <Vector3, string>(new Vector3(0.8f, 0.8f, 0.8f), "Color")); }
public EGammaCorrectionMat() : base(ShaderFactory.Build(BuildinShader.GammaCorrection)) { }
public EErrorColorMat() : base(ShaderFactory.Build(BuildinShader.ErrorColor)) { }