public override void Apply() { base.Apply(); Blend.Apply(Material); var inv = Matrix.inverse; Material.SetFloat(P3dShader._In3D, In3D ? 1.0f : 0.0f); Material.SetVector(P3dShader._Position, inv.MultiplyPoint(Position)); Material.SetVector(P3dShader._EndPosition, inv.MultiplyPoint(EndPosition)); Material.SetVector(P3dShader._Position2, inv.MultiplyPoint(Position2)); Material.SetVector(P3dShader._EndPosition2, inv.MultiplyPoint(EndPosition2)); Material.SetMatrix(P3dShader._Matrix, inv); Material.SetColor(P3dShader._Color, P3dHelper.FromGamma(Color)); Material.SetFloat(P3dShader._Opacity, Opacity); Material.SetFloat(P3dShader._Hardness, Hardness); Material.SetTexture(P3dShader._TileTexture, TileTexture); Material.SetMatrix(P3dShader._TileMatrix, TileMatrix); Material.SetFloat(P3dShader._TileOpacity, TileOpacity); Material.SetFloat(P3dShader._TileTransition, TileTransition); Material.SetMatrix(P3dShader._MaskMatrix, MaskMatrix); Material.SetTexture(P3dShader._MaskTexture, MaskShape); Material.SetVector(P3dShader._MaskChannel, MaskChannel); Material.SetVector(P3dShader._MaskStretch, MaskStretch); }
public override void Apply(Material material) { base.Apply(material); Blend.Apply(material); material.SetTexture(P3dShader._Texture, Texture); material.SetColor(P3dShader._Color, P3dHelper.FromGamma(Color)); material.SetFloat(P3dShader._Opacity, Opacity); material.SetVector(P3dShader._Minimum, new Vector4(Minimum, Minimum, Minimum, Minimum)); }