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);
            }
        }
示例#6
0
        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));
            }
        }