public void CompileShader(ShaderName internalName, string groupName, string shaderName) { ShaderGroup sg; if (precompiledGroups.ContainsKey(groupName)) { sg = precompiledGroups[groupName]; } else { sg = ShaderCompiler.Compile(GetResourceText(groupName)); } Shader s = sg.GetShader(shaderName); if (s == null) { throw new RenderDeviceException(string.Format("Shader {0}::{1} not found", groupName, shaderName)); } /*General.WriteLogLine(string.Format("===========================================\nDBG: loading shader {0} / {1}\n\nVertex source: {2}\n\nFragment source: {3}\n\n===========================================", * groupName, shaderName, s.GetVertexSource(), s.GetFragmentSource()));*/ RenderDevice_DeclareShader(Handle, internalName, internalName.ToString(), s.GetVertexSource(), s.GetFragmentSource()); }
public void DeclareShader(ShaderName name, string vertResourceName, string fragResourceName) { RenderDevice_DeclareShader(Handle, name, name.ToString(), GetResourceText(vertResourceName), GetResourceText(fragResourceName)); }
public override string ToString() { return(ShaderName.ToString()); }