public DeferredShader() { World = Matrix.Identity; View = Matrix.Identity; Projection = Matrix.Identity; var contentLoader = new Content.EffectLoader(); Effect = contentLoader.Load("Effect/Deferred"); }
public LightBufferShader() { World = Matrix.Identity; View = Matrix.Identity; Projection = Matrix.Identity; var contentLoader = new Content.EffectLoader(); Effect = contentLoader.Load("Effect/LightBuffer"); }
public ToneMappingShader() { World = Matrix.Identity; View = Matrix.Identity; Projection = Matrix.Identity; var contentLoader = new Content.EffectLoader(); Effect = contentLoader.Load("Effect/ToneMapping"); }
public OpaqueFinalShader() { ModelTexture = new Texture2D(GraphicsDevice, 32, 32); World = Matrix.Identity; View = Matrix.Identity; Projection = Matrix.Identity; Alpha = 1.0f; var contentLoader = new Content.EffectLoader(); Effect = contentLoader.Load("Effect/OpaqueFinal"); }
public ConstantShader() { Texture = new Texture2D(GraphicsDevice, 32, 32); RectOffset = new Vector2(0.0f, 0.0f); rectSize = new Vector2(0.0f, 0.0f); vertices = new VertexPositionTexture[4]; indices = new short[6] { 0, 1, 2, 2, 1, 3 }; World = Matrix.Identity; View = Matrix.Identity; Projection = Matrix.Identity; Alpha = 1.0f; var contentLoader = new Content.EffectLoader(); effect = contentLoader.Load("Effect/Constant"); }