public void setUniformValuesRadialBlur(Int32 frameTexture, Int32 bluredTexture, float exposure, float decay, float weight, float density, Int32 numSamples, Vector2 radialPosition) { u_brightPartsTexture.LoadUniform(bluredTexture); u_exposure.LoadUniform(exposure); u_decay.LoadUniform(decay); u_weight.LoadUniform(weight); u_density.LoadUniform(density); u_numSamples.LoadUniform(numSamples); u_radialPosition.LoadUniform(radialPosition); }
public void setVerticalBlurUniforms(Int32 frameTexture, float[] weights, Int32[] pixOffset, Point screenRezolution) { u_frameTexture.LoadUniform(frameTexture); u_screenWidth.LoadUniform(screenRezolution.X); u_screenHeight.LoadUniform(screenRezolution.Y); for (Int32 i = 0; i < (weights.Length > BLUR_WIDTH ? BLUR_WIDTH : weights.Length); i++) { u_weights[i].LoadUniform(weights[i]); u_pixOffset[i].LoadUniform(pixOffset[i]); } u_blurWidth.LoadUniform(weights.Length); loadSubroutineIndex(ShaderType.FragmentShader, 1, this.s_VerticalBlur); }
public void SetPreviousPostProcessResultSampler(Int32 prevPostProcessResultSampler) { if (PreviousPostProcessResult == PostProcessSubsequenceType_Inner.ApplyPreviousPostProcess) { u_previousPostProcessResultSampler.LoadUniform(prevPostProcessResultSampler); } }
public void setUniformValues(ref Matrix4 ModelMatrix, Matrix4 ViewMatrix, ref Matrix4 ProjectionMatrix) { u_modelMatrix.LoadUniform(ref ModelMatrix); u_viewMatrix.LoadUniform(ref ViewMatrix); u_projectionMatrix.LoadUniform(ref ProjectionMatrix); }
public void setUniformValues(Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projectionMatrix, Int32 lampTextureSamplerID) { u_modelMatrix.LoadUniform(ref modelMatrix); u_viewMatrix.LoadUniform(ref viewMatrix); u_projectionMatrix.LoadUniform(ref projectionMatrix); u_lampTexture.LoadUniform(lampTextureSamplerID); }
public void SetTextureR(Int32 textureSamplerR, Int32 normalMapSamplerR, bool bEnableNM) { u_rTexture.LoadUniform(textureSamplerR); if (bEnableNM) { u_normalMapR.LoadUniform(normalMapSamplerR); } u_enableNMr.LoadUniform(bEnableNM); }
public void SetTransformationMatrices(ref Matrix4 projectionMatrix, Matrix4 viewMatrix, ref Matrix4 modelMatrix) { viewMatrix[3, 0] = 0.0f; //restrict x-translation viewMatrix[3, 1] = 0.0f; //restrict y-translation viewMatrix[3, 2] = 0.0f; //restrict z-translation u_modelMatrix.LoadUniform(ref modelMatrix); u_viewMatrix.LoadUniform(ref viewMatrix); u_projectionMatrix.LoadUniform(ref projectionMatrix); }
public void SetTransformationMatrices(Matrix4 viewMatrix, Matrix4 projectionMatrix) { viewMatrix[3, 0] = 0.0f; viewMatrix[3, 1] = 0.0f; viewMatrix[3, 2] = 0.0f; u_viewMatrix.LoadUniform(ref viewMatrix); u_projectionMatrix.LoadUniform(ref projectionMatrix); }
public void SetTextureBlack(Int32 textureSamplerBlack, Int32 normalMapSamplerBlack, bool bEnableNM) { u_backTexture.LoadUniform(textureSamplerBlack); if (bEnableNM) { u_normalMapBlack.LoadUniform(normalMapSamplerBlack); } u_enableNMblack.LoadUniform(bEnableNM); }
public void setUniformValues(ref Matrix4 modelMatrix, Matrix4 viewMatrix, ref Matrix4 projectionMatrix, Vector3 cameraPosition, Int32 modelTexSampler, Int32 envMapSampler) { u_modelMatrix.LoadUniform(ref modelMatrix); u_viewMatrix.LoadUniform(ref viewMatrix); u_projectionMatrix.LoadUniform(ref projectionMatrix); u_cameraPosition.LoadUniform(ref cameraPosition); u_modelTexSampler.LoadUniform(modelTexSampler); u_envMapSampler.LoadUniform(envMapSampler); }
public void setUniformValues(ref Matrix4 modelMatrix, Matrix4 viewMatrix, ref Matrix4 projectionMatrix, DirectionalLight sun, Int32 sun1TexSampler, Int32 sun2TexSampler) { viewMatrix[3, 0] = 0.0f; viewMatrix[3, 1] = 0.0f; viewMatrix[3, 2] = 0.0f; u_modelMatrix.LoadUniform(ref modelMatrix); u_viewMatrix.LoadUniform(ref viewMatrix); u_projectionMatrix.LoadUniform(ref projectionMatrix); u_sunTexture1.LoadUniform(sun1TexSampler); u_sunTexture2.LoadUniform(sun2TexSampler); u_sunDirection.LoadUniform(sun.Direction); }
public void SetUniformValues(Int32 textureHandler) { srcSampler.LoadUniform(textureHandler); }
public void setTextureSampler(Int32 sampler) { u_plantTexture.LoadUniform(sampler); }
public void SetTextureBlack(Int32 textureSamplerBlack) { u_backTexture.LoadUniform(textureSamplerBlack); }
public void SetDirectionalLightShadowMap(Int32 shadowMapSampler) { u_directionalLightShadowMap.LoadUniform(shadowMapSampler); }
public void setUniformValuesSimple(Int32 frameTexSampler) { u_frameTexture.LoadUniform(frameTexSampler); base.loadSubroutineIndex(ShaderType.FragmentShader, 1, this.s_lensSimple); }
public void SetDiffuseMap(Int32 diffuseMapSampler) { u_entityTexture.LoadUniform(diffuseMapSampler); }
public void setFrameSampler(Int32 frameSampler) { u_frameSampler.LoadUniform(frameSampler); }
public void SetTransformatrionMatrices(Matrix4 worldMatrix, Matrix4 viewMatrix, Matrix4 projectionMatrix) { u_worldMatrix.LoadUniform(ref worldMatrix); u_viewMatrix.LoadUniform(ref viewMatrix); u_projectionMatrix.LoadUniform(ref projectionMatrix); }
public void SetTexture(Int32 textureSampler) { u_texture.LoadUniform(textureSampler); }
public void setDownsamplerUniforms(Int32 frameTexSampler) { u_blurTexture.LoadUniform(frameTexSampler); loadSubroutineIndex(ShaderType.FragmentShader, 1, subroutineDownsampling); }
public void SetUniformVariables(ref Matrix4 projectionMatrix, Matrix4 viewMatrix, ref Matrix4 worldMatrix) { u_projectionMatrix.LoadUniform(ref projectionMatrix); u_viewMatrix.LoadUniform(ref viewMatrix); u_worldMatrix.LoadUniform(ref worldMatrix); }
public void SetUiTextureSampler(Int32 uiTextureSampler) { u_uiTexture.LoadUniform(uiTextureSampler); }
public void SetAlbedoTexture(Int32 textureSampler) { u_albedo.LoadUniform(textureSampler); }
public void SetTransformationMatrices(ref Matrix4 viewMatrix, ref Matrix4 projectionMatrix) { u_viewMatrix.LoadUniform(ref viewMatrix); u_projectionMatrix.LoadUniform(ref projectionMatrix); }
public void SetUniformValues(Matrix4 worldMatrix, Matrix4 shadowViewMatrix, Matrix4 shadowProjectionMatrix) { u_worldMatrix.LoadUniform(ref worldMatrix); u_shadowViewMatrix.LoadUniform(ref shadowViewMatrix); u_shadowProjectionMatrix.LoadUniform(ref shadowProjectionMatrix); }