private void LoadBlinnShaderAsset(BlinnShaderAsset shader) { this.LoadShaderAsset(shader.BasicShader); GL.BindAttribLocation(shader.BasicShader.ProgramHandle, VertexAttribIndex.Tangent, "in_tangent"); GL.BindAttribLocation(shader.BasicShader.ProgramHandle, VertexAttribIndex.Bitangent, "in_bitangent"); shader.ModelMatrixLocation = GL.GetUniformLocation(shader.BasicShader.ProgramHandle, "model_matrix"); shader.MaterialShininessLocation = GL.GetUniformLocation(shader.BasicShader.ProgramHandle, "specular_shininess"); shader.LightDirectionLocation = GL.GetUniformLocation(shader.BasicShader.ProgramHandle, "light_direction"); shader.LightAmbientColorLocation = GL.GetUniformLocation(shader.BasicShader.ProgramHandle, "light_ambient_color"); shader.LightDiffuseColorLocation = GL.GetUniformLocation(shader.BasicShader.ProgramHandle, "light_diffuse_color"); shader.LightSpecularColorLocation = GL.GetUniformLocation(shader.BasicShader.ProgramHandle, "light_specular_color"); shader.CameraPositionLocation = GL.GetUniformLocation(shader.BasicShader.ProgramHandle, "camera_position"); shader.ColorTextureLocation = GL.GetUniformLocation(shader.BasicShader.ProgramHandle, "color_texture"); shader.NormalTextureLocation = GL.GetUniformLocation(shader.BasicShader.ProgramHandle, "normalmap_texture"); }
private void UnloadBlinnShaderAsset(BlinnShaderAsset shader) { this.UnloadShaderAsset(shader.BasicShader); }