public static void ChangeActiveShader(Type shaderType, IShader shader) { ShaderInOutMap[] inoutMaps = ShaderInterpreter <TStage> .GetInterpretedInOut(shaderType); Instance._currentInputMap = inoutMaps[0]; Instance._currentOutputMap = inoutMaps[1]; Instance._currentShader = (TStage)shader; }
public static void ChangeActiveShader(Type shaderType, IShader shader) { if (_activeShaderType == shaderType) { return; } SubPatternStruct <TPattern>[] inout = ShaderInterpreter <TStage, TPattern> .GetInterpretedInOut(shaderType); ActiveInputMap = inout[0]; ActiveOutputMap = inout[1]; _activeShader = (TStage)shader; _activeShaderType = shaderType; }
static Shader_Scale() { ShaderInterpreter <IVertexShader> .Interpret <Shader_Scale>(); }
static ShaderDefault() { ShaderInterpreter <IVertexShader, ShaderInOutPatternDefault> .Interpret <ShaderDefault>(); ShaderInterpreter <IFragmentShader, ShaderInOutPatternDefault> .Interpret <ShaderDefault>(); }
static ShaderDefault() { ShaderInterpreter <IVertexShader> .Interpret <ShaderDefault>(); }