public void LoadContent()
        {
            reductionEffect = _resourceManager.GetShader("reductionEffect");
            resolveShadowsEffect = _resourceManager.GetShader("resolveShadowsEffect");

            //// BUFFER TYPES ARE VERY IMPORTANT HERE AND IT WILL BREAK IF YOU CHANGE THEM!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
            //distortRT = new RenderImage("distortRT" + baseSize, baseSize, baseSize, ImageBufferFormats.BufferGR1616F);
            //distancesRT = new RenderImage("distancesRT" + baseSize, baseSize, baseSize, ImageBufferFormats.BufferGR1616F);
            //shadowMap = new RenderImage("shadowMap" + baseSize, 2, baseSize, ImageBufferFormats.BufferGR1616F);
            reductionRT = new RenderImage[reductionChainCount];
            for (int i = 0; i < reductionChainCount; i++)
            {
                reductionRT[i] = new RenderImage("reductionRT" + i + baseSize, 2 << i, baseSize,
                                                 ImageBufferFormats.BufferGR1616F);
            }
            shadowsRT = new RenderImage("shadowsRT" + baseSize, baseSize, baseSize, ImageBufferFormats.BufferRGB888A8);
            processedShadowsRT = new RenderImage("processedShadowsRT" + baseSize, baseSize, baseSize,
                                                 ImageBufferFormats.BufferRGB888A8);
        }
 public DeathPostProcessingEffect(float duration): base(duration)
 {
     _shader = IoCManager.Resolve<IResourceManager>().GetShader("deathshader");
 }
        /// <summary>
        ///  <para>Loads Shader from given Zip-File and Entry.</para>
        /// </summary>
        private FXShader LoadShaderFrom(ZipFile zipFile, ZipEntry shaderEntry)
        {
            string ResourceName = Path.GetFileNameWithoutExtension(shaderEntry.Name).ToLowerInvariant();

          

            var byteBuffer = new byte[zipBufferSize];

            Stream zipStream = zipFile.GetInputStream(shaderEntry);
            //Will throw exception is missing or wrong password. Handle this.

            var memStream = new MemoryStream();

            StreamUtils.Copy(zipStream, memStream, byteBuffer);
            memStream.Position = 0;

            FXShader loadedShader = new FXShader(ResourceName,ResourceName);
            loadedShader.memStream = memStream;

            memStream.Close();
            zipStream.Close();
            memStream.Dispose();
            zipStream.Dispose();

            return loadedShader;
        }
Exemplo n.º 4
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 private void SetShader()
 {
     _shader = _resourceManager.GetShader("GaussianBlur" + Radius);
 }