internal ShaderPassCollection(DeviceContext context, Shader shader, ShaderTechnique technique) { _passes = new ShaderPass[technique.PassCount]; for (int i = 0; i < _passes.Length; i++) _passes[i] = new ShaderPass(context, shader, shader.Effect.GetPass(technique.Handle, i), i); }
public AcidPostProcessingEffect(float duration) : base(duration) { _shader = IoCManager.Resolve <IResourceManager>().GetShader("acid2").Techniques["PerlinNoise"]; copyImage = new RenderImage("perlinnoiseimage" + RandomString.Generate(10), Gorgon.CurrentClippingViewport.Width, Gorgon.CurrentClippingViewport.Height, ImageBufferFormats.BufferRGB888A8); }
public AcidPostProcessingEffect(float duration) : base(duration) { _shader = IoCManager.Resolve<IResourceManager>().GetShader("acid2").Techniques["PerlinNoise"]; copyImage = new RenderImage("perlinnoiseimage" + RandomString.Generate(10), Gorgon.CurrentClippingViewport.Width, Gorgon.CurrentClippingViewport.Height, ImageBufferFormats.BufferRGB888A8); }
internal ShaderTechniqueCollection(DeviceContext context, Shader shader) { int count = shader.Effect.Description.Techniques; _techniques = new ShaderTechnique[count]; for (int i = 0; i < _techniques.Length; i++) _techniques[i] = new ShaderTechnique(context, shader, shader.Effect.GetTechnique(i)); }
internal ShaderPassCollection(DeviceContext context, Shader shader, ShaderTechnique technique) { _passes = new ShaderPass[technique.PassCount]; for (int i = 0; i < _passes.Length; i++) { _passes[i] = new ShaderPass(context, shader, shader.Effect.GetPass(technique.Handle, i), i); } }
internal ShaderTechniqueCollection(DeviceContext context, Shader shader) { int count = shader.Effect.Description.Techniques; _techniques = new ShaderTechnique[count]; for (int i = 0; i < _techniques.Length; i++) { _techniques[i] = new ShaderTechnique(context, shader, shader.Effect.GetTechnique(i)); } }