Пример #1
0
        public override void Setup(Material mat, ref RenderOperation op)
        {
            if (mode == RenderMode.DeferredNormal)
            {
                Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

                nrmGenVS.SetValue("mvp", ref mvp);
                nrmGenPS.SetValue("move", move);
                nrmGenPS.SetTexture("dudvMap", mat.GetTexture(0));
                nrmGenPS.SetTexture("normalMap", mat.GetTexture(1));
            }
            else
            {
                Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

                Vector3 vpos = EffectParams.CurrentCamera.Position;
                vtxShader.SetValue("mvp", ref mvp);
                vtxShader.SetValue("world", ref op.Transformation);
                vtxShader.SetValue("viewPos", ref vpos);
                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);

                vtxShader.SetValue("smTrans", lightPrjTrans);


                pixShader.SetTexture("dudvMap", mat.GetTexture(0));
                pixShader.SetTexture("normalMap", mat.GetTexture(1));
                pixShader.SetTexture("reflectionMap", reflection);
                pixShader.SetValue("move", move);
            }
        }
Пример #2
0
        public override void Setup(Material mat, ref RenderOperation op)
        {
            //Matrix m = EffectParams.CurrentCamera.ViewMatrix;
            //m.TranslationValue = new Vector3();
            //m *= EffectParams.CurrentCamera.ProjectionMatrix;

            vtxShader.SetValue("mvp", EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix);
        }
Пример #3
0
        //protected override int beginInst()
        //{
        //    stateSetted = false;
        //    return effectInst.Begin(FX.DoNotSaveState | FX.DoNotSaveShaderState | FX.DoNotSaveSamplerState);
        //}
        //protected override void endInst()
        //{
        //    effectInst.End();
        //}
        //public override void BeginPassInst(int passId)
        //{
        //    effectInst.BeginPass(passId);
        //}
        //public override void EndPassInst()
        //{
        //    effectInst.EndPass();
        //}
        #endregion

        protected override int begin()
        {
            if (mode == RenderMode.Depth)
            {
                renderSys.BindShader(shdVtxShader);
                renderSys.BindShader(shdPixShader);
            }
            else if (mode == RenderMode.DeferredNormal)
            {
                renderSys.BindShader(nrmGenPShader);
                renderSys.BindShader(nrmGenVShader);
            }
            else
            {
                renderSys.BindShader(vtxShader);
                renderSys.BindShader(pixShader);

                pixShader.SetValue("i_a", EffectParams.LightAmbient);
                pixShader.SetValue("i_d", EffectParams.LightDiffuse);
                pixShader.SetValue("i_s", EffectParams.LightSpecular);
                pixShader.SetValue("lightDir", EffectParams.LightDir);
                vtxShader.SetValue("viewPos", EffectParams.CurrentCamera.Position);



                ShaderSamplerState state2 = new ShaderSamplerState();
                state2.AddressU      = TextureAddressMode.Wrap;
                state2.AddressV      = TextureAddressMode.Wrap;
                state2.AddressW      = TextureAddressMode.Wrap;
                state2.MinFilter     = TextureFilter.Anisotropic;
                state2.MagFilter     = TextureFilter.Anisotropic;
                state2.MipFilter     = TextureFilter.Linear;
                state2.MaxAnisotropy = 8;
                state2.MipMapLODBias = 0;

                pixShader.SetTexture("hatch0", MaterialLibrary.Instance.Hatch0);
                pixShader.SetTexture("hatch1", MaterialLibrary.Instance.Hatch1);
                pixShader.SetSamplerState("hatch0", ref state2);
                pixShader.SetSamplerState("hatch1", ref state2);


                ShaderSamplerState state = new ShaderSamplerState();
                state.AddressU      = TextureAddressMode.Border;
                state.AddressV      = TextureAddressMode.Border;
                state.AddressW      = TextureAddressMode.Border;
                state.MinFilter     = TextureFilter.Linear;
                state.MagFilter     = TextureFilter.Linear;
                state.MipFilter     = TextureFilter.None;
                state.BorderColor   = ColorValue.White;
                state.MaxAnisotropy = 0;
                state.MipMapLODBias = 0;

                pixShader.SetSamplerState("texShd", ref state);
                pixShader.SetTexture("texShd", EffectParams.DepthMap[0]);
            }

            stateSetted = false;
            return(1);
            //return effect.Begin(FX.DoNotSaveState | FX.DoNotSaveShaderState | FX.DoNotSaveSamplerState);
        }
Пример #4
0
        public override void Setup(Material mat, ref RenderOperation op)
        {
            Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

            vtxShader.SetValue("mvp", ref mvp);
            //vtxShader.SetValue("cameraZ", EffectParams.InvView.Forward);

            if (!stateSetted)
            {
                ShaderSamplerState state = new ShaderSamplerState();
                state.AddressU      = TextureAddressMode.Wrap;
                state.AddressV      = TextureAddressMode.Wrap;
                state.AddressW      = TextureAddressMode.Wrap;
                state.MinFilter     = TextureFilter.Anisotropic;
                state.MagFilter     = TextureFilter.Anisotropic;
                state.MipFilter     = TextureFilter.Linear;
                state.MaxAnisotropy = 8;
                state.MipMapLODBias = 0;


                pixShader.SetValue("k_a", mat.Ambient);
                pixShader.SetValue("k_d", mat.Diffuse);
                pixShader.SetValue("k_e", mat.Emissive);


                pixShader.SetSamplerState("texDif", ref state);

                ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                if (clrTex == null)
                {
                    pixShader.SetTexture("texDif", noTexture);
                }
                else
                {
                    pixShader.SetTexture("texDif", clrTex);
                }
            }
        }
Пример #5
0
        //public override void BeginShadowPass()
        //{
        //    throw new NotImplementedException();
        //}

        //public override void EndShadowPass()
        //{
        //    throw new NotImplementedException();
        //}

        public override void Setup(Material mat, ref RenderOperation op)
        {
            if (mode == RenderMode.Depth)
            {
                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);
                shdVtxShader.SetValue("mvp", ref lightPrjTrans);
            }
            else if (mode == RenderMode.DeferredNormal)
            {
                nrmPixShader.SetValue("view", EffectParams.CurrentCamera.ViewMatrix);

                Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;
                nrmVtxShader.SetValue("mvp", ref mvp);
            }
            else
            {
                Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

                vtxShader.SetValue("mvp", ref mvp);
                vtxShader.SetValue("world", ref op.Transformation);

                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);

                vtxShader.SetValue("smTrans", lightPrjTrans);

                if (!stateSetted)
                {
                    pixShader.SetValue("k_a", mat.Ambient);
                    pixShader.SetValue("k_d", mat.Diffuse);

                    stateSetted = true;
                }
            }
        }
Пример #6
0
        public override void Setup(Material mat, ref RenderOperation op)
        {
            if (mode == RenderMode.Final)
            {
                Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

                vtxShader.SetValue("mvp", ref mvp);


                if (!stateSetted)
                {
                    ShaderSamplerState state = new ShaderSamplerState();
                    state.AddressU      = TextureAddressMode.Wrap;
                    state.AddressV      = TextureAddressMode.Wrap;
                    state.AddressW      = TextureAddressMode.Wrap;
                    state.MinFilter     = TextureFilter.Anisotropic;
                    state.MagFilter     = TextureFilter.Anisotropic;
                    state.MipFilter     = TextureFilter.Linear;
                    state.MaxAnisotropy = 8;
                    state.MipMapLODBias = 0;


                    pixShader.SetSamplerState("texDif", ref state);

                    ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                    pixShader.SetTexture("texDif", clrTex != null ? clrTex.Resource : null);

                    stateSetted = true;
                }
            }
            else if (mode == RenderMode.DeferredNormal)
            {
                Matrix worldView = op.Transformation * EffectParams.CurrentCamera.ViewMatrix;
                Matrix mvp       = worldView * EffectParams.CurrentCamera.ProjectionMatrix;
                nrmGenVShader.SetValue("mvp", ref mvp);
                nrmGenVShader.SetValue("worldView", ref worldView);

                if (!stateSetted)
                {
                    ShaderSamplerState state = new ShaderSamplerState();
                    state.AddressU      = TextureAddressMode.Wrap;
                    state.AddressV      = TextureAddressMode.Wrap;
                    state.AddressW      = TextureAddressMode.Wrap;
                    state.MinFilter     = TextureFilter.Linear;
                    state.MagFilter     = TextureFilter.Linear;
                    state.MipFilter     = TextureFilter.Linear;
                    state.MaxAnisotropy = 8;
                    state.MipMapLODBias = 0;

                    nrmGenPShader.SetSamplerState("texDif", ref state);

                    ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                    if (clrTex == null)
                    {
                        nrmGenPShader.SetTexture("texDif", null);
                    }
                    else
                    {
                        nrmGenPShader.SetTexture("texDif", clrTex);
                    }
                }
            }
        }
Пример #7
0
        public override void Setup(Material mat, ref RenderOperation op)
        {
            if (mode == RenderMode.Depth)
            {
                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);
                skShdVtxShader.SetValue("mvp", ref lightPrjTrans);
                if (op.BoneTransforms != null)
                {
                    skShdVtxShader.SetValue("Bones", op.BoneTransforms);
                }
            }
            else if (mode == RenderMode.DeferredNormal)
            {
                Matrix worldView = op.Transformation * EffectParams.CurrentCamera.ViewMatrix;
                Matrix mvp       = worldView * EffectParams.CurrentCamera.ProjectionMatrix;
                nrmGenVtxShader.SetValue("mvp", ref mvp);
                nrmGenVtxShader.SetValue("worldView", ref worldView);
                if (op.BoneTransforms != null)
                {
                    nrmGenVtxShader.SetValue("Bones", op.BoneTransforms);
                }

                if (!stateSetted)
                {
                    ShaderSamplerState state = new ShaderSamplerState();
                    state.AddressU      = TextureAddressMode.Wrap;
                    state.AddressV      = TextureAddressMode.Wrap;
                    state.AddressW      = TextureAddressMode.Wrap;
                    state.MinFilter     = TextureFilter.Linear;
                    state.MagFilter     = TextureFilter.Linear;
                    state.MipFilter     = TextureFilter.Linear;
                    state.MaxAnisotropy = 8;
                    state.MipMapLODBias = 0;

                    nrmGenPShader.SetSamplerState("texDif", ref state);

                    ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                    if (clrTex == null)
                    {
                        nrmGenPShader.SetTexture("texDif", noTexture);
                    }
                    else
                    {
                        nrmGenPShader.SetTexture("texDif", clrTex);
                    }
                }
            }
            else
            {
                Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

                vtxShader.SetValue("mvp", ref mvp);
                vtxShader.SetValue("world", ref op.Transformation);

                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);

                vtxShader.SetValue("smTrans", lightPrjTrans);

                if (op.BoneTransforms != null)
                {
                    vtxShader.SetValue("Bones", op.BoneTransforms);
                }

                WorldObject wo = op.Sender as WorldObject;
                if (wo != null)
                {
                    pixShader.SetValue("visiblity", wo.Visiblity);
                }
                else
                {
                    pixShader.SetValue("visiblity", 1.0f);
                }


                if (!stateSetted)
                {
                    ShaderSamplerState state = new ShaderSamplerState();
                    state.AddressU      = TextureAddressMode.Wrap;
                    state.AddressV      = TextureAddressMode.Wrap;
                    state.AddressW      = TextureAddressMode.Wrap;
                    state.MinFilter     = TextureFilter.Anisotropic;
                    state.MagFilter     = TextureFilter.Anisotropic;
                    state.MipFilter     = TextureFilter.Linear;
                    state.MaxAnisotropy = 8;
                    state.MipMapLODBias = 0;


                    pixShader.SetValue("k_a", mat.Ambient);
                    pixShader.SetValue("k_d", mat.Diffuse);
                    pixShader.SetValue("k_s", mat.Specular);
                    pixShader.SetValue("k_e", mat.Emissive);
                    pixShader.SetValue("k_power", mat.Power);


                    pixShader.SetSamplerState("texDif", ref state);

                    ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                    if (clrTex == null)
                    {
                        pixShader.SetTexture("texDif", noTexture);
                    }
                    else
                    {
                        pixShader.SetTexture("texDif", clrTex);
                    }

                    if (mat.IsVegetation)
                    {
                        vtxShader.SetValue("isVegetation", new Vector4(100, 100, 100, 100));
                    }
                    else
                    {
                        vtxShader.SetValue("isVegetation", new Vector4());
                    }
                    stateSetted = true;
                }
            }
        }
Пример #8
0
 public override void Setup(Material mat, ref RenderOperation op)
 {
     vtxShader.SetValue("mvp",
                        EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix);
 }
Пример #9
0
        protected override int begin()
        {
            if (mode == RenderMode.Depth)
            {
                renderSystem.BindShader(shdVtxShader);
                renderSystem.BindShader(shdPixShader);
            }
            else if (mode == RenderMode.DeferredNormal)
            {
                renderSystem.BindShader(nrmVtxShader);
                renderSystem.BindShader(nrmPixShader);


                nrmPixShader.SetTexture("texNorm", MaterialLibrary.Instance.GlobalBakedNormalTexture);
            }
            else
            {
                renderSystem.BindShader(vtxShader);
                renderSystem.BindShader(pixShader);

                vtxShader.SetValue("terrSize", (float)terrSize);
                pixShader.SetValue("i_a", EffectParams.LightAmbient);
                pixShader.SetValue("i_d", EffectParams.LightDiffuse);
                //pixShader.SetValue("i_s", EffectParams.LightSpecular);
                vtxShader.SetValue("lightDir", EffectParams.LightDir);
                //vtxShader.SetValue("viewPos", EffectParams.CurrentCamera.Position);

                pixShader.SetTexture("texShd", EffectParams.DepthMap[0]);
                pixShader.SetTexture("texFog", FogMask);

                ShaderSamplerState state = new ShaderSamplerState();
                state.AddressU      = TextureAddressMode.Wrap;
                state.AddressV      = TextureAddressMode.Wrap;
                state.AddressW      = TextureAddressMode.Wrap;
                state.MinFilter     = TextureFilter.Anisotropic;
                state.MagFilter     = TextureFilter.Anisotropic;
                state.MipFilter     = TextureFilter.Linear;
                state.MaxAnisotropy = 8;
                state.MipMapLODBias = 0;


                ShaderSamplerState state2 = new ShaderSamplerState();
                state2.AddressU      = TextureAddressMode.Wrap;
                state2.AddressV      = TextureAddressMode.Wrap;
                state2.AddressW      = TextureAddressMode.Wrap;
                state2.MinFilter     = TextureFilter.Anisotropic;
                state2.MagFilter     = TextureFilter.Anisotropic;
                state2.MipFilter     = TextureFilter.Linear;
                state2.MaxAnisotropy = 8;
                state2.MipMapLODBias = 0;

                pixShader.SetTexture("texDif", MaterialLibrary.Instance.GlobalIndexTexture);
                pixShader.SetTexture("texNorm", MaterialLibrary.Instance.GlobalNormalTexture);
                //pixShader.SetTexture("texEdge", MaterialLibrary.Instance.FadeEdge);


                pixShader.SetTexture("hatch0", MaterialLibrary.Instance.Hatch0);
                pixShader.SetTexture("hatch1", MaterialLibrary.Instance.Hatch1);
                pixShader.SetSamplerState("hatch0", ref state2);
                pixShader.SetSamplerState("hatch1", ref state2);

                pixShader.SetSamplerState("texDif", ref state);
                pixShader.SetSamplerState("texNorm", ref state);
                pixShader.SetSamplerState("texFog", ref state);

                TerrainTexture tex;
                tex = MaterialLibrary.Instance.GetTexture("Snow");
                pixShader.SetTexture("texDet1", tex.Texture);
                pixShader.SetSamplerState("texDet1", ref state);
                tex = MaterialLibrary.Instance.GetTexture("Grass");
                pixShader.SetTexture("texDet2", tex.Texture);
                pixShader.SetSamplerState("texDet2", ref state);
                tex = MaterialLibrary.Instance.GetTexture("Sand");
                pixShader.SetTexture("texDet3", tex.Texture);
                pixShader.SetSamplerState("texDet3", ref state);
                tex = MaterialLibrary.Instance.GetTexture("Rock");
                pixShader.SetTexture("texDet4", tex.Texture);
                pixShader.SetSamplerState("texDet4", ref state);



                state.AddressU      = TextureAddressMode.Clamp;
                state.AddressV      = TextureAddressMode.Clamp;
                state.AddressW      = TextureAddressMode.Clamp;
                state.AddressU      = TextureAddressMode.Border;
                state.AddressV      = TextureAddressMode.Border;
                state.AddressW      = TextureAddressMode.Border;
                state.MinFilter     = TextureFilter.Linear;
                state.MagFilter     = TextureFilter.Linear;
                state.MipFilter     = TextureFilter.None;
                state.BorderColor   = ColorValue.White;
                state.MaxAnisotropy = 0;
                state.MipMapLODBias = 0;

                pixShader.SetSamplerState("texShd", ref state);
            }
            stateSetted = false;
            return(1);
        }
Пример #10
0
        protected override int begin()
        {
            if (mode == RenderMode.DeferredNormal)
            {
                renderSystem.BindShader(nrmGenVS);
                renderSystem.BindShader(nrmGenPS);

                ShaderSamplerState state = new ShaderSamplerState();
                state.AddressU      = TextureAddressMode.Wrap;
                state.AddressV      = TextureAddressMode.Wrap;
                state.AddressW      = TextureAddressMode.Wrap;
                state.MinFilter     = TextureFilter.Linear;
                state.MagFilter     = TextureFilter.Linear;
                state.MipFilter     = TextureFilter.Linear;
                state.MaxAnisotropy = 8;
                state.MipMapLODBias = 0;

                nrmGenPS.SetSamplerState("dudvMap", ref state);
                nrmGenPS.SetSamplerState("normalMap", ref state);
            }
            else
            {
                renderSystem.BindShader(vtxShader);
                renderSystem.BindShader(pixShader);

                vtxShader.SetValue("lightDir", EffectParams.LightDir);

                ShaderSamplerState state = new ShaderSamplerState();
                state.AddressU      = TextureAddressMode.Wrap;
                state.AddressV      = TextureAddressMode.Wrap;
                state.AddressW      = TextureAddressMode.Wrap;
                state.MinFilter     = TextureFilter.Anisotropic;
                state.MagFilter     = TextureFilter.Anisotropic;
                state.MipFilter     = TextureFilter.Linear;
                state.MaxAnisotropy = 8;
                state.MipMapLODBias = 0;


                pixShader.SetSamplerState("dudvMap", ref state);
                pixShader.SetSamplerState("normalMap", ref state);

                pixShader.SetSamplerState("reflectionMap", ref state);

                pixShader.SetTexture("texShd", EffectParams.DepthMap[0]);

                state.AddressU      = TextureAddressMode.Clamp;
                state.AddressV      = TextureAddressMode.Clamp;
                state.AddressW      = TextureAddressMode.Clamp;
                state.AddressU      = TextureAddressMode.Border;
                state.AddressV      = TextureAddressMode.Border;
                state.AddressW      = TextureAddressMode.Border;
                state.MinFilter     = TextureFilter.Linear;
                state.MagFilter     = TextureFilter.Linear;
                state.MipFilter     = TextureFilter.None;
                state.BorderColor   = ColorValue.White;
                state.MaxAnisotropy = 0;
                state.MipMapLODBias = 0;

                pixShader.SetSamplerState("texShd", ref state);



                ShaderSamplerState state2 = new ShaderSamplerState();
                state2.AddressU      = TextureAddressMode.Wrap;
                state2.AddressV      = TextureAddressMode.Wrap;
                state2.AddressW      = TextureAddressMode.Wrap;
                state2.MinFilter     = TextureFilter.Anisotropic;
                state2.MagFilter     = TextureFilter.Anisotropic;
                state2.MipFilter     = TextureFilter.Linear;
                state2.MaxAnisotropy = 8;
                state2.MipMapLODBias = 0;

                pixShader.SetTexture("hatch0", MaterialLibrary.Instance.Hatch0);
                pixShader.SetTexture("hatch1", MaterialLibrary.Instance.Hatch1);
                pixShader.SetSamplerState("hatch0", ref state2);
                pixShader.SetSamplerState("hatch1", ref state2);
            }

            move += 0.0000067f;
            while (move > 1)
            {
                move--;
            }

            return(1);
        }
Пример #11
0
        public override void Setup(Material mat, ref RenderOperation op)
        {
            if (mode == RenderMode.Depth)
            {
                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);
                shdVtxShader.SetValue("mvp", ref lightPrjTrans);
            }
            else if (mode == RenderMode.DeferredNormal)
            {
                Matrix worldView = op.Transformation * EffectParams.CurrentCamera.ViewMatrix;
                Matrix mvp       = worldView * EffectParams.CurrentCamera.ProjectionMatrix;
                nrmGenVShader.SetValue("mvp", ref mvp);
                nrmGenVShader.SetValue("worldView", ref worldView);

                if (!stateSetted)
                {
                    ShaderSamplerState state = new ShaderSamplerState();
                    state.AddressU      = TextureAddressMode.Wrap;
                    state.AddressV      = TextureAddressMode.Wrap;
                    state.AddressW      = TextureAddressMode.Wrap;
                    state.MinFilter     = TextureFilter.Linear;
                    state.MagFilter     = TextureFilter.Linear;
                    state.MipFilter     = TextureFilter.Linear;
                    state.MaxAnisotropy = 8;
                    state.MipMapLODBias = 0;

                    nrmGenPShader.SetSamplerState("texDif", ref state);

                    ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                    if (clrTex != null)
                    {
                        nrmGenPShader.SetTexture("texDif", clrTex);
                    }
                }
            }
            else
            {
                Matrix mvp = op.Transformation * EffectParams.CurrentCamera.ViewMatrix * EffectParams.CurrentCamera.ProjectionMatrix;

                vtxShader.SetValue("mvp", ref mvp);
                vtxShader.SetValue("world", ref op.Transformation);

                Matrix lightPrjTrans;
                Matrix.Multiply(ref op.Transformation, ref EffectParams.DepthViewProj, out lightPrjTrans);

                vtxShader.SetValue("smTrans", lightPrjTrans);

                City sender = op.Sender as City;

                pixShader.SetValue("k_a", mat.Ambient);
                if (sender != null && sender.IsCaptured)
                {
                    Color4F color = new Color4F(sender.Owner.SideColor);
                    pixShader.SetValue("k_d", color);
                }
                else
                {
                    pixShader.SetValue("k_d", mat.Diffuse);
                }

                if (!stateSetted)
                {
                    ShaderSamplerState state = new ShaderSamplerState();
                    state.AddressU      = TextureAddressMode.Wrap;
                    state.AddressV      = TextureAddressMode.Wrap;
                    state.AddressW      = TextureAddressMode.Wrap;
                    state.MinFilter     = TextureFilter.Anisotropic;
                    state.MagFilter     = TextureFilter.Anisotropic;
                    state.MipFilter     = TextureFilter.Linear;
                    state.MaxAnisotropy = 8;
                    state.MipMapLODBias = 0;

                    pixShader.SetSamplerState("texDif", ref state);

                    ResourceHandle <Texture> clrTex = mat.GetTexture(0);
                    if (clrTex != null)
                    {
                        pixShader.SetTexture("texDif", clrTex);
                    }

                    stateSetted = true;
                }
            }
        }