void Process() { GLTextuer2D i1 = null; GLTextuer2D i2 = null; if (Inputs[0].HasInput) { i1 = (GLTextuer2D)Inputs[0].Input.Data; } if (Inputs[1].HasInput) { i2 = (GLTextuer2D)Inputs[1].Input.Data; } if (!function.BuildShader()) { return; } CreateBufferIfNeeded(); processor.Shader = function.Shader; processor.Process(width, height, i1, i2, buffer); processor.Complete(); output.Data = buffer; output.Changed(); Updated(); }
private void BuildShader() { if (function != null) { shaderBuilt = function.BuildShader(); } else { shaderBuilt = false; } }
private void BuildShader() { if (function != null) { shaderBuilt = function.BuildShader(); if (shaderBuilt) { isRebuildRequired = false; } } else { shaderBuilt = false; } }